1337884 九、發明說明 【發明所屬之技術領域】 本發明係關於遊戲程式,尤其是關於用以使電腦實現 在開始藉由玩家之操作部的操作來進行之對戰遊戲前,可 將於監視器顯示再生藉由控制部進行之對戰遊戲之開場展 示動畫的遊戲之遊戲程式。又’關於藉由該遊戲程式執行 之遊戲裝置及遊戲控制方法。 【先前技術】 ' 從先前提案有各種之遊戲。作爲其中之一,有使顯示 * 於監視器之選手角色動作而進行競技的對戰視訊遊戲,例 如,公知有棒球遊戲。在該類棒球遊戲,玩家選擇各選手 角色所屬之1支的棒球隊,而可與選擇其他棒球隊之其他 玩家或選擇其他棒球隊之電腦進行對戰(例如,非專利文 獻1)。 φ 在如此之棒球遊戲,在玩家與其他玩家或電腦開始進 行對戰前,實際進行棒球遊戲之模樣會作爲開場展示動畫 而被顯示再生。具體來說,會顯示再生藉由電腦任意選擇 之兩支球隊而使電腦彼此進行對戰之場面的動畫,亦即從 1局上半開始的動畫。在此,例如藉由在店頭顯示再生開 場展示動畫,將遊戲的內容向公眾訴求’又’藉由在玩家 開始進行與其他玩家或電腦對戰之前’在店頭顯示再生開 場展示動畫,即使玩家未進行對戰遊戲時’亦可享受顯示 再生於監視器之開場展示動畫。 -5- 1337884 [非專利文獻1] · 職業棒球魂3公式 Guide Complete Edition,日本 KONAMI Digital Entertainment,2006 年 4 月 6 日 【發明內容】 在前述先前之顯示再生開場展示動畫的棒球遊戲,會 顯不再生藉由電腦任意選擇之兩支球隊而使電腦彼此進行 對戰之場面的動畫。爲此,因爲玩家強制地視聽藉由電腦 任意選擇之兩支球隊對戰的開場展示動畫,故例如玩家無 法即時視聽所偏愛之中意的球隊之對戰,有使玩家之對於 開場展示動畫視聽的興趣性降低之虞。 又,在前述先前之顯示再生開場展示動畫的棒球遊 戲’會顯示再生藉由電腦任意選擇之兩支球隊而使電腦彼 此進行對戰之場面的動畫,而經常顯示再生從1局上半開 始的動畫。爲此,對於玩家多次視聽開場展示動畫之狀 況,雖然藉由電腦任意選擇之對戰的兩支球隊不同,但 是,因爲玩家經常視聽由1局上半開始之開場展示動畫, 故有使玩家之對於開場展示動畫視聽的興趣性降低之虞。 本發明之課題係於遊戲程式中,高度維持玩家之對於 開場展示動畫視聽的興趣性。 【實施方式】 [遊戲裝置之構造與動作] 圖1係揭示利用本發明之一實施形態的視訊遊戲裝置 -6- 1337884 之基本構造。在此,作爲視訊遊戲裝置之·一例’舉出家庭 用視訊遊戲裝置而進行說明。家庭用視訊遊戲裝置係具 備:家庭用遊戲機本體及家庭用電視。於家庭用遊戲機本 體係可安裝上記錄媒體ίο,從記錄媒體ίο適切地讀取出 遊戲資料而執行遊戲。如此執行之遊戲內容將顯示於家庭 用電視。 家庭用視訊遊戲裝置的遊戲系統係由控制部1、記憶 部2、畫像顯示部3、聲音輸出部4、及操作輸入部5所 構成,分別經由匯流排6而連接。該匯流排6係包含位址 匯流排、資料匯流排及控制匯流排等。在此,控制部1 ' 記憶部2、聲音輸出部4及操作輸入部5係包含於家庭用 視訊遊戲裝置的家庭用遊戲機本體,畫像顯示部3係包含 於家庭用電視。 控制部1係主要爲了依據遊戲程式來控制遊戲整體之 進行而設置。控制部1係例如由CPU(Central Processing Unit)7、與訊號處理處理器8、與畫像處理處理器9所構 成。CPU7與訊號處理處理器8與畫像處理處理器9係個 別經由匯流排6而相互連接。CPU7係解釋來自於遊戲程 式的命令,進行各種資料處理及控制。例如,CPU7係對 於訊號處理處理器8,命令供給畫像資料至畫像處理處理 器。訊號處理處理器8,係主要進行於3次元空間上之計 算、與從3次元空間上至擬似3次元空間上之位置轉換計 算、與光源計算處理、與畫像及聲音資料的產生加工處 理。畫像處理處理器9,係主要依據訊號處理處理器8的 1337884 計算結果及處理結果,進行將應瑪繪之畫像資料寫入 RAM的處理。 記憶部2係主要爲了儲存程式資料及在程式資料所使 用之各種資料等而設置。記憶部2係例如由記錄媒體 10、與介面電路 11、與 RAM(Random Access Memory)12 所構成。於記錄媒體10係連接有介面電路11。然後,介 面電路1 1與R Α Μ 1 2係經由匯流排6而連接。記錄媒體 1 〇係用以記錄由作業系統的程式資料及畫像資料、聲音 資料以及各種程式資料所構成之遊戲資料等者。該記錄媒 體10係例如有ROM(Read Only Memory)卡匣、光碟、及 可撓性碟等,記憶有作業系統的程式資料及遊戲資料等。 再者,於記錄媒體1〇又包含有卡片型記憶體,該卡片型 記憶體係主要在中斷遊戲時,用於爲了保存在中斷時間點 之各種遊戲參數。RAM12係用以暫時儲存從記錄媒體 所讀取出之各種資料,或暫時記錄來自於控制部!的處理 結果。於該RAM12係儲存各種資料之同時,也儲存有表 示各種資料的記憶位置之位址資料,可指定任意之位址而 讀寫。 畫像顯示部3係主要設置用以將藉由畫像處理處理器 9寫入於RAM 1 2的畫像資料、及從記錄媒體1 〇讀取出之 畫像資料等,作爲畫像而輸出。該畫像顯示部3係例如由 電視監視器20、與介面電路21、與D/A轉換器(Digital-To-Analog轉換器)22所構成。於電視監視器2〇係連接〇 / A轉換器22,於D/ A轉換器22係連接介面電路21。 -8 - 1337884 然後,於介面電路2 1係連接有匯流排6。在此,畫像資 料係經由介面電路2 1而供給至D/ a轉換器22,而在此 轉換成類比畫像訊號。然後,類比畫像訊號係作爲畫像而 輸出至電視監視器2 0。 在此’於畫像資料係例如有多邊形資料及材質資料 等。多邊形資料係爲構成多邊形之頂點的座標資料。材質 資料係用以於多邊形設定材質者,由材質指示資料與材質 顏色資料所構成。材質指示資料係用以將多邊形與材質建 立關聯的資料’材質顔色資料係用以指定材質之顔色的資 料。在此’於多邊形資料與材質資料,係表示各資料之記 憶位置的多邊形位址資料與材質位址資料爲建立關聯。在 如此之畫像資料,藉由訊號處理處理器8,多邊形位址資 料所表示之3次元空間上的多邊形資料(3次元多邊形資 料)係’基於畫面本身(視點)的移動量資料及回轉量資 料,進行座標轉換及透視投影轉換,而置換成2次元空間 上的多邊形資料(2次元多邊形資料)。然後,以複數2次 元多邊形資料構成多邊形外形,於多邊形的內部區域寫入 材質位址資料所表示之材質資料。如此,即可於各多邊形 表現貼附材質之物體(亦即,各種角色)。 聲音輸出部4,係主要爲了將從記錄媒體1 0所讀取 出之聲音資料作爲聲音輸出而設置。聲音輸出部4係例如 由揚聲器13、擴大電路14、D/ A轉換器15、及介面電 路16所構成。於揚聲器13係連接擴大電路14,於擴大 電路14係連接D/A轉換器14,而於D/A轉換器15係 -9- 1337884 連接介面電路16。然後,於介面電路16.係連接有匯流排 6。在此’聲音資料係經由介面電路1 6而供給至〇 / a轉 換器15 ’而在此轉換成類比聲音訊號。該類比聲音訊號 係藉由擴大電路14擴大’從揚聲器13作爲聲音輸出。於 聲音資料係有例如 ADPCM(Adaptive DiffetentUl Pulse Code Modulation)資料及 PCM(Pulse code Modulation)資 料等。爲ADPCM資料時,以前述同樣之方法,可從揚聲 器13輸出聲音。爲PCM資料時,利用於ram中將PCM 資料轉換成ADPCM資料’再以前述同樣之方法,可從揚 聲器13輸出聲音。 操作輸入部5係主要由控制器17、與操作資訊介面 電路18、與介面電路19所構成。於控制器】7係連接操 作資訊介面電路18,於操作資訊介面電路ι8係連接介面 電路19。然後,於介面電路19係連接有匯流排6。 控制器17係玩家爲了輸入各種操作命令所使用的操 作裝置,將因應玩家的操作之操作訊號發送至CPU7。於 控制器17係設置有第1按鍵17a、第2按鍵17b、第3按 鍵17c、第4按鍵17d、上方向鍵17U、下方向鍵17D、 左方向鍵17L、右方向鍵17R、L1按鍵17L1、L2按鍵 17L2、R1按鍵17R1、R2按鍵17R2、開始按鍵17e、選 擇按鍵17f、左搖桿17SL及右搖桿17SR。 上方向鍵17U、下方向鍵17D、左方向鍵17L及右方 向鍵1 7R係例如,爲了將使角色及游標在電視監視器20 的畫面上上下左右移動之指令,賦予至CPU7而使用。 -10- 1337884 開始按鍵17e係於指示CPU7從記錄媒體l〇載入遊 戲程式時等所使用。 選擇按鍵17f係對於從記錄媒體1〇載入之遊戲程 式,對 CPU7指示各種選擇時等所使用。 左搖桿17SL及右搖桿17SR,係與所謂控制搖桿 (joystick)構造幾近相同的搖桿型控制器。該搖桿型控制 器係具有直立之搖桿。該搖桿係以支點作爲中心,從直立 位置可涵蓋包含前後左右360度方向,爲可傾倒之構造。 左搖桿17SL及右搖桿17SR係因應搖桿的傾倒方向及傾 倒角度,將以直立位置爲原點之X座標及y座標之値,作 爲操作訊號經由操作資訊介面電路18與介面電路19,發 送至CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4 按鍵17d、L1按鍵17L1、L2按鍵17L2、R1按鍵17R1及 R2按鍵17R2係因應從記錄媒體10載入之遊戲程式,分 派有各種功能。 再者,除了左搖桿17SL及右搖桿17SR之外的控制 器17之個按鍵及各鍵係藉由來自於外部的按壓力,從中 立位置被按壓時即爲ON,如按壓力解除時即爲OFF之 ON/ OFF 開關。 在以下說明由以上之構造所構成之家庭用視訊遊戲裝 置的槪略動作。如未圖示之電源開關爲ON,於遊戲系統 1載入電源時,CPU7係依據記錄於記錄媒體1 〇之作業系 統,從記錄媒體1 〇讀取出畫像資料 '聲音資料及程式資 -11 - 1337884 料。讀取出之畫像資料、聲音資料及程式資料的一部份或 全部係儲存於RAM12。然後,CPU7係依據儲存於RAM12 之程式資料,對儲存於RAM 1 2之畫像資料及聲音資料發 派指令。 作爲畫像資料時,依據來自於CPU7的指令,首先, 訊號處理處理器8係進行於3次元空間上之角色的位置計 算及光源計算等。接著,畫像處理處理器9係依據訊號處 理處理器8的計算結果及處理結果,進行將應描繪之畫像 資料寫入RAM12的處理等。然後,寫入RAM12之畫像資 料係經由介面電路2 1而被供給至D / A轉換器2 2。在 此’畫像資料係以D/ A轉換器22而轉換成類比映像訊 號。然後,畫像訊號係供給至電視監視器20,作爲畫像 而顯示。 作爲聲音資料時,首先,訊號處理處理器8係依據來 自於CPU7的指令,進行聲音資料的產生及加工處理。在 此’對於聲音資料實施,例如,節距之轉換、雜訊之附 加、包絡的設定 '位準的設定及殘響的附加等之處理。接 著’聲音資料係從訊號處理處理器8輸出,經由介面電路 1 6而供給至D/ A轉換器1 5。在此,聲音資料係轉換成 類比聲音訊號。然後,聲音訊號係經由擴大電路14,從 揚聲器13作爲聲音而輸出。 [遊戲裝置的各種處理槪要] 於本遊戲機中所實行之遊戲係例如爲棒球遊戲。在 -12- 13378841337884 IX. Description of the Invention [Technical Fields of the Invention] The present invention relates to a game program, and more particularly to enabling a computer to be displayed on a monitor before the game is started by the operation of the player's operation unit. A game program for reproducing an animation that is displayed by an opening game of the game played by the control unit. Further, the game device and the game control method executed by the game program. [Prior Art] 'There are various games from previous proposals. As one of them, there is a competition video game in which a player character is displayed and displayed on the monitor, and for example, a baseball game is known. In this type of baseball game, the player selects one of the baseball teams to which each player character belongs, and can play against other players who select other baseball teams or select other baseball teams (for example, Non-Patent Document 1). φ In such a baseball game, before the player starts playing against other players or computers, the actual appearance of the baseball game will be displayed as an opening animation. Specifically, it will display an animation that reproduces the scenes where the computers play against each other by the two teams arbitrarily selected by the computer, that is, the animation from the first half of the first game. Here, for example, by displaying the animation in the store opening display animation, the content of the game is appealed to the public 'again' by displaying the animation in the store opening display before the player starts playing against other players or computers, even if the player does not perform When playing a game, you can also enjoy the display animation that is reproduced on the monitor. -5- 1337884 [Non-Patent Document 1] · Professional Baseball Spirit 3 Formula Guide Complete Edition, Japan KONAMI Digital Entertainment, April 6, 2006 [Invention Content] In the previous game showing the reproduction of the opening game, the animation will show The animation of the scenes where the computers play against each other is not regenerated by the two teams selected by the computer. For this reason, because the player forcibly views the animation of the opening of the two teams selected by the computer, for example, the player can not immediately view the match of the favorite team, and the player can display the animation for the opening game. The reduction in interest. In addition, in the aforementioned baseball game which displays the animation and reproduces the animation, it will display the animation of the scene where the computers are played against each other by the two teams selected by the computer, and the reproduction is often started from the first half of the first game. Animation. For this reason, for the player to view the opening animation for many times, although the two teams that are arbitrarily selected by the computer are different, but because the player often views the animation from the opening of the first half of the first game, the player is enabled. The interest in the opening of the show animation is reduced. The subject of the present invention is in the game program, which highly maintains the player's interest in opening an animation. [Embodiment] [Structure and Operation of Game Device] Fig. 1 shows a basic structure of a video game device -6-1337884 according to an embodiment of the present invention. Here, as an example of a video game device, a home video game device will be described. The home video game device is equipped with a home game console and a home TV. In the home game machine system, the recording medium ίο can be installed, and the game material can be read from the recording medium ίο to execute the game. The content of the game so executed will be displayed on the home TV. The game system of the home video game device is composed of a control unit 1, a memory unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, and is connected via a bus bar 6. The bus 6 includes an address bus, a data bus, and a control bus. Here, the control unit 1 'the memory unit 2, the sound output unit 4, and the operation input unit 5 are included in the home game machine main body of the home video game device, and the image display unit 3 is included in the home TV. The control unit 1 is mainly provided to control the progress of the entire game in accordance with the game program. The control unit 1 is composed of, for example, a CPU (Central Processing Unit) 7, a signal processing processor 8, and an image processing processor 9. The CPU 7 and the signal processing processor 8 and the image processing processor 9 are connected to each other via the bus bar 6. The CPU 7 interprets commands from the game program and performs various data processing and control. For example, the CPU 7 commands the image processing processor 8 to supply image data to the image processing processor. The signal processing processor 8 mainly performs calculations in a 3-dimensional space, position conversion calculations from a 3-dimensional space to a pseudo-elementary space, calculation processing with a light source, and processing of image and sound data. The image processing processor 9 performs processing for writing the image data of Yingma to the RAM mainly based on the calculation result and the processing result of the 1337884 of the signal processing processor 8. The memory unit 2 is mainly provided for storing program data and various materials used in program data. The memory unit 2 is composed of, for example, a recording medium 10, a interface circuit 11, and a RAM (Random Access Memory) 12. A interface circuit 11 is connected to the recording medium 10. Then, the interface circuit 1 1 and R Α Μ 1 2 are connected via the bus bar 6. Recording Media 1 This is used to record game data consisting of program data and image data of the operating system, audio data, and various program materials. The recording medium 10 is, for example, a ROM (Read Only Memory) cassette, a compact disc, a flexible disc or the like, and stores program data and game data of the operating system. Further, the recording medium 1b further includes card type memory, which is mainly used for storing various game parameters at the time of interruption when the game is interrupted. The RAM 12 is used to temporarily store various materials read from the recording medium, or temporarily record from the control unit! Processing results. The RAM 12 stores various data, and also stores address information indicating the memory location of various data, and can specify any address to read and write. The image display unit 3 is mainly provided with image data written in the RAM 1 by the image processing processor 9 and image data read from the recording medium 1 to be output as an image. The image display unit 3 is composed of, for example, a television monitor 20, a interface circuit 21, and a D/A converter (Digital-To-Analog Converter) 22. The HDMI/A converter 22 is connected to the television monitor 2, and the interface circuit 21 is connected to the D/A converter 22. -8 - 1337884 Then, a bus bar 6 is connected to the interface circuit 2 1 . Here, the image data is supplied to the D/a converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output to the television monitor 20 as an image. Here, the image data includes, for example, polygon data and material data. The polygon data is the coordinate data that constitutes the vertices of the polygon. Material The data is used to set the material in the polygon. It consists of material indication data and material color data. The material indicator data is used to associate the polygon with the material. The material color data is used to specify the color of the material. Here, in the polygon data and material data, the polygon address data indicating the memory location of each data is associated with the material address data. In such image data, the polygon data (3 dimensional polygon data) in the 3 dimensional space represented by the polygon address data by the signal processing processor 8 is based on the movement amount data and the rotation amount data of the screen itself (viewpoint). , coordinate conversion and perspective projection conversion, and replace the polygon data (2 dimensional polygon data) in the 2 dimensional space. Then, the polygon shape is formed by a plurality of binary polygon data, and the material data represented by the material address data is written in the inner region of the polygon. In this way, objects attached to the material (i.e., various characters) can be expressed in each polygon. The sound output unit 4 is mainly provided for outputting sound data read from the recording medium 10 as sound. The sound output unit 4 is composed of, for example, a speaker 13, an expansion circuit 14, a D/A converter 15, and a interface circuit 16. The speaker 13 is connected to the amplifier circuit 14, the D/A converter 14 is connected to the amplifier circuit 14, and the interface circuit 16 is connected to the D/A converter 15 -9-13337. Then, a bus bar 6 is connected to the interface circuit 16. Here, the sound data is supplied to the 〇 / a converter 15 ′ via the interface circuit 16 and converted here into an analog sound signal. The analog sound signal is expanded by the expansion circuit 14 as a sound output from the speaker 13. The sound data includes, for example, ADPCM (Adaptive Diffetent Ul Pulse Code Modulation) data and PCM (Pulse Code Modulation) data. For the ADPCM data, the sound can be output from the speaker 13 in the same manner as described above. In the case of PCM data, the PCM data is converted into ADPCM data by using the ram, and the sound can be output from the speaker 13 in the same manner as described above. The operation input unit 5 is mainly composed of a controller 17, an operation information interface circuit 18, and a interface circuit 19. The controller 7 is connected to the operation information interface circuit 18, and is connected to the interface circuit 19 in the operation information interface circuit ι8. Then, a bus bar 6 is connected to the interface circuit 19. The controller 17 is an operation device used by the player to input various operation commands, and transmits an operation signal in response to the player's operation to the CPU 7. The controller 17 is provided with a first button 17a, a second button 17b, a third button 17c, a fourth button 17d, an up direction button 17U, a down direction button 17D, a left direction button 17L, a right direction button 17R, and an L1 button 17L1. The L2 button 17L2, the R1 button 17R1, the R2 button 17R2, the start button 17e, the selection button 17f, the left rocker 17SL, and the right rocker 17SR. The up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R are used, for example, to give the CPU 7 a command to move the character and the cursor up and down and left and right on the screen of the television monitor 20. -10- 1337884 The start button 17e is used when the CPU 7 is instructed to load a game program from the recording medium. The selection button 17f is used for the game program loaded from the recording medium 1 to indicate various selections to the CPU 7. The left rocker 17SL and the right rocker 17SR are nearly the same rocker type controller as the so-called joystick structure. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum and can be covered from the upright position in a 360-degree direction including the front, rear, left and right, and is a pourable structure. The left rocker 17SL and the right rocker 17SR are used as the operation signals via the operation information interface circuit 18 and the interface circuit 19 according to the tilting direction and the tilting angle of the rocker, and the X coordinate and the y coordinate of the original position. Send to CPU7. The first button 17a, the second button 17b, the third button 17c, the fourth button 17d, the L1 button 17L1, the L2 button 17L2, the R1 button 17R1, and the R2 button 17R2 are assigned to the game program loaded from the recording medium 10, respectively. Various functions. Further, the buttons and the keys of the controller 17 other than the left rocker 17SL and the right rocker 17SR are turned ON when pressed from the neutral position by the pressing force from the outside, such as when the pressing force is released. This is the OFF ON/OFF switch. The outline operation of the home video game device constituted by the above configuration will be described below. When the power switch (not shown) is turned on, when the game system 1 is loaded with power, the CPU 7 reads the image data 'sound data and program-11 from the recording medium 1 based on the operation system recorded on the recording medium 1 〇. - 1337884 material. Some or all of the image data, sound data and program data read out are stored in the RAM 12. Then, the CPU 7 dispatches an instruction to the portrait data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12. In the case of image data, based on an instruction from the CPU 7, first, the signal processing processor 8 performs position calculation, light source calculation, and the like of the character in the three-dimensional space. Next, the image processing processor 9 performs a process of writing the image data to be drawn into the RAM 12 in accordance with the calculation result and the processing result of the signal processing processor 8. Then, the image data written in the RAM 12 is supplied to the D/A converter 22 via the interface circuit 21. Here, the image data is converted into an analog image signal by the D/A converter 22. Then, the image signal is supplied to the television monitor 20 and displayed as an image. In the case of voice data, first, the signal processing processor 8 performs sound data generation and processing in accordance with an instruction from the CPU 7. Here, for the sound data, for example, the conversion of the pitch, the addition of the noise, the setting of the envelope, the setting of the level, and the addition of the reverberation are performed. The audio data is then output from the signal processing processor 8 and supplied to the D/A converter 15 via the interface circuit 16. Here, the sound data is converted into an analog sound signal. Then, the audio signal is outputted from the speaker 13 as a sound via the expansion circuit 14. [Various Processing of Game Device] The game executed in the game machine is, for example, a baseball game. At -12- 1337884
此,尤其是玩家可進行遊玩選擇之棒球隊·經 與其他棒球隊進行對戰之錦標模式的棒球遲 係分別進行有藉由玩家進行,作爲玩家選摴 戰的主對戰,及藉由CPU7虛擬地進行,與 同時間帶來進行之副對戰。主對戰係顯示 20,玩家藉由操作控制器17而可實際可達 副對戰係玩家未選擇之其他棒球隊彼此的t CPU7與主對戰同時間帶並行而虛擬地進行 視監視器20。 本遊戲機係可實現藉由操作控制器17 視監視器20之角色動作的遊戲。圖2係月 明達成主要之作用的功能之功能區塊圖。控 具備有:角色顯示手段50、角色動作顯示 決定手段52、開場展示動畫決定手段53 S 顯示再生手段54。 角色顯示手段5 0係具備於電視監視器 色71、打者角色72等的功能。在角色顯示 所示之投手角色71及打者角色72係顯矛 20 < 在該手段,對應投手角色7】之投手用 應打者角色72之打者用畫像資料係於遊 時,從記憶部2(例如,記錄媒體1 〇)供給至 存於RAM 1 2。此時,投手用畫像資料與投 係被控制部1 (例如CPU7)認識。又,用以 由1年之間, 戲。錦標模式 之棒球隊之對 主對戰並行於 於電視監視器 行遊玩遊戲。 威’爲了藉由 ,不顯示於電 而使顯示於電 以說明在本發 制部1係主要 5 1、對戰球隊 開場展示動畫 20顯示投手角 手段5 0,圖3 於電視監視器 畫像資料及對 戲程式之載入 RAM 1 2,並儲 手用座標資料 於電視監視器 -13- 1337884 2〇顯示打者用畫像資料的打者用座釋資,料及用以於電視 監視器2 0顯示投手用畫像資料的投手用座標資料,係從 記憶部2 (例如’記錄媒體1 〇)供給至r a μ 1 2,並儲存於 RAM12。此時,打者用畫像資料與打者用座標資料係被控 制部1(例如’ CPU7)認識。於是,已儲存於RAM12之打 者用畫像資料 '投手用畫像資料係依據來自於CPU7的指 示,經由畫像處理電路9供給至電視監視器20。然後, 打者用畫像資料及投手用畫像資料係依據打者用座標資料 及投手用座標資料,顯示於電視監視器2 0之所定位置。 再者,用以於電視監視器20的所定位置,顯示打者用畫 像資料及投手用畫像資料的指示係藉由CPU7進行。 角色動作手段51,係具備使投手角色71及打者角色 72動作的功能。在角色顯示手段51,係使投手角色71及 打者角色7 2動作。 在該手段,用以使投手角色71及打者角色72動作之 來自控制器1 7的訊號,係如被控制部1 (例如CPU7)認 識,則依據來自CPU7的指示,對應投手角色71之投手 用畫像資料及對應打者角色72之打者用畫像資料,係藉 由控制部1 (例如訊號處理處理器8與畫像處理處理器9) 而加以處理。然後,被處理之畫像資料係從R Α Μ 1 2供給 至電視監視器20,投手角色7 1的投球動作及打者角色72 的揮棒動作,係作爲動畫顯示於電視監視器20。 對戰球隊決定手段52,係具備藉由玩家之控制器1 7 的操作,決定藉由CPU7進行之對戰遊戲中的對戰球隊的 -14- 1337884 功能。在對戰球隊決定手段5 2,藉由.玩家之控制器 操作,決定藉由CPU7進行之對戰遊戲中的對戰球 此,所謂藉由CPU7進行之對戰遊戲的開場展示動 在玩家與其他玩家或電腦開始進行對戰前,實際進 遊戲之模樣作爲影片而被顯示再生者。在此,藉由 控制器17的操作,可選擇適合玩家之嗜好的任意 球隊。具體來說,於圖3所示之標題顯示畫面30 家按下操作控制器1 7的R2按鍵1 7R2時,則顯示 示之對戰球隊設定畫面3 2。在對戰球隊設定畫面 玩家可任意選擇主場及客場之對戰球隊的畫面,藉 控制器17之左方向鍵17L及右方向鍵17R,可選 客場選擇項目33的「主場」、「客場」,藉由操 器17之上方向鍵17U及下方向鍵17D,可分別對 客場選擇項目33之「主場」、「客場」,來選擇 隊選擇項目34之「A球隊」、「B球隊」… 隊」、「L球隊」之1 2支球隊及作爲電腦所致之 定的「自動選擇」。分別相對於主場客場選擇項目 「主場」、「客場」的成爲對戰球隊選擇項目34 球隊」、「B球隊」…「K球隊」、「L球隊」及 選擇」的對戰球隊’係藉由預先記憶於記億部2之 示之對戰球隊設定表來決定。再者,主場客場選 3 3之「主場」、「客場」係無法選擇對戰球隊選 34之「自動選擇」之外的「Α球隊」、「B球隊」 球隊」' 「L球隊」之相同對戰球隊。又,分別相 J 17的 隊。在 畫,係 行棒球 玩家之 之對戰 中,玩 圖4所 32,是 由操作 擇主場 作控制 於主場 對戰球 「Κ球 自動設 33之 之「A 「自動 圖9所 擇項目 擇項目 ···「K 對於主 -15 - 1337884 場客場選擇項目3 3之「主場」、「.客場·」的成爲對戰球 隊選擇項目34之「A球隊」、「B球隊」…「K球 隊」、「L球隊」及「自動選擇」的對戰球隊,係可藉由 玩家之控制器17的操作來選擇兩支對戰球隊,但是將主 場客場選擇項目33之「主場」、「客場」的一方或是兩 方’固定成「自動選擇」亦可。在此,首先,於圖3所示 之標題顯示畫面30中,初始按下操作控制器丨7的R2按 鍵17R2時,在圖4所示之對戰球隊設定畫面32,係成爲 對於主場客場選擇項目3 3之「主場」、「客場」,分別 設定對戰球隊選擇項目34之「自動選擇」、「自動選 擇」之狀態。在此,進行表示可選擇主場客場選擇項目 33之「主場」的強調顏色顯示,於相對於主場客場選擇 項目33之「主場」的對戰球隊選擇項目34之「自動選 擇」上下’顯示有箭頭圖形角色35,表示可藉由箭頭圖 形角色35的顯示來變更對戰球隊選擇項目34。在此,藉 由操作控制器17之上方向鍵17U及下方向鍵17D,如圖 5所示,對於主場客場選擇項目33之「主場」,選擇對 戰球隊選擇項目34之「B球隊」。然後,藉由操作控制 器17之左方向鍵17L及右方向鍵17R,成爲進行表示可 選擇主場客場選擇項目33之「客場」的強調顏色顯示之 狀態時’於相對於主場客場選擇項目3 3之「客場」的對 戰球隊選擇項目34之「自動選擇」上下,顯示有表示可 變更對戰球隊選擇項目3 4的箭頭圖形角色3 5。在該狀態 下’藉由操作控制器17之上方向鍵17U及下方向鍵 -16- 1337884 17D,如圖6所示,對於主場客場寧擇項目33之「客 場j ,選擇對戰球隊選擇項目3 4之「A球隊」。玩家係 如圖6所示,在「主場」設定爲「B球隊」,「客場」設 定爲「A球隊」之對戰球隊時,藉由按下操作控制器1 7 之第2按鍵17b等的決定按鍵,則決定「主場」爲「B球 隊」,「客場」爲「A球隊」。在此,包含藉由對戰球隊 決定手段5 2決定之對戰球隊「主場」是「B球隊」、 「客場」是「A球隊」之各種資料係儲存於RAM 1 2。 開場展示動畫決定手段53,係具備藉由CPU7來決 定,作爲藉由對戰球隊決定手段52決定之對戰球隊的對 戰之對戰遊戲的開場展示動畫的功能。在開場展示動畫決 定手段53,作爲藉由對戰球隊決定手段52決定之對戰球 隊的對戰之對戰遊戲的開場展示動畫係藉由CPU7決定。 在此,藉由對戰球隊決定手段5 2決定之對戰球隊爲「主 場」是「B球隊」、「客場」是「A球隊」時,則從客場 之A球隊與主場之B球隊進行對戰時的對戰遊戲中,作 爲開場展示動畫而被顯示再生之部份藉由CPU7決定爲任 意部份,亦即,決定爲圖7所示之A球隊與B球隊進行 對戰時之從1局上半之對戰遊戲的開場展示動畫。在此, 包含藉由開場展示動畫決定手段53從客場的A球隊與主 場的B球隊進行對戰時之對戰遊戲中,作爲開場展示動畫 而被顯示再生之部份是從1局上半之對戰遊戲的開場展示 動畫之資訊的各種資料,係儲存於RAM1 2。 開場展示動畫顯示再生手段54,係具備於對戰遊戲 -17- 1337884 開始前,藉由C P U 7於電視監視器2.0顯示再生,藉由開 場展示動畫決定手段53決定之開場展示動畫的功能。在 開場展示動畫顯示再生手段54,於對戰遊戲開始前,藉 由開場展示動畫決定手段5 3決定之開場展示動畫’係藉 由CPU7於電視監視器20顯示再生。在此,藉由開場展 示動畫顯示再生手段54,利用開場展示動畫決定手段53 決定之圖7所示之客場的A球隊與主場的B球隊進行對 戰時的從1局上半之對戰遊戲的開場展示動畫’係被顯示 再生於電視監視器20上的對戰顯示畫面40。 在該遊戲程式,藉由對戰球隊決定手段5 2 ’利用玩 家之控制器17的操作,決定藉由CPU7進行之對戰遊戲 中的對戰球隊,藉由開場展示動畫決定手段5 3 ’利用 CPU7決定作爲藉由對戰球隊決定手段52決定之對戰球隊 之對戰的對戰遊戲之開場展示動畫,藉由開場展示動畫顯 示再生手段54,於對戰遊戲開始前,藉由CPU7於監視器 顯示再生藉由開場展示動畫決定手段53決定之開場展示 動畫。具體來說,藉由對戰球隊決定手段52 ’利用玩家 之控制器1 7的操作,決定對戰球隊是客場的A球隊與主 場的B球隊》接著,藉由開場展示動畫決定手段53 ’作 爲開場展示動畫而被顯示再生之部份,係決定爲藉由對戰 球隊決定手段5 2決定之A球隊與B球隊進行對戰時之從 1局上半開始之對戰遊戲的開場展示動畫。然後,藉由開 場展示動畫顯示再生手段54,於對戰遊戲開始前’利用 開場展示動畫決定手段5 3決定之A球隊與B球隊進行對 -18 - 1337884 戰時的從1局上半之對戰遊戲的開場展示動畫,係被顯示 再生於電視監視器20。在此,藉由玩家之控制器17的操 作,因爲可選擇適合玩家之嗜好的任意之對戰球隊,故可 選擇玩家玩家偏愛之中意的球隊之對戰。所以,相較於如 先前玩家強制地視聽藉由電腦任意選擇之兩支球隊對戰的 開場展示動畫,而可顯示再生對於玩家來說有魅力之開場 展示動畫,爲此,較難降低玩家之對於開場展示動畫視聽 的興趣性。 [關於棒球遊戲的電視監視器顯示畫面之槪要] 接著,針對棒球遊戲之顯示於電視監視器20之顯示 畫面的具體內容,使用圖3所示之標題顯示畫面30,圖4 至圖6所示之對戰顯示畫面3 0加以說明。 在本棒球遊戲,開始遊戲時,首先如圖3所示,用以 顯示遊戲之標題的標題顯示畫面3 0,係顯示於電視監視 器20。圖3所示之標題顯示畫面30係具有於畫面中央較 大地顯示「4」之標題畫像顯示區域31, 「4」係表示本 棒球遊戲的標題。於圖3所示之標題顯示畫面30中,玩 家按下操作控制器1 7的R2按鍵17R2時,圖4至圖6所 示之對戰球隊設定畫面32會顯示於標題顯示畫面30上。 對戰球隊設定畫面32係如圖4至圖6所示,於標題 顯示畫面30中,於標題畫像顯示區域31之下部跳出而顯 示的矩形畫面,藉由玩家之控制器17的操作’玩家可任 意選擇主場及客場之對戰球隊的畫面。於對戰球隊設定畫 (S > -19- 1337884 面32之上部,係顯示有表示「可設定出現於遊玩展示的 球隊」之說明的文字角色,於該文字角色之下部係顯示有 用以選擇「主場」、「客場」的主場客場選擇項目33、 分別相對於主場客場選擇項目3 3之「主場」、「客場」 之對戰球隊的對戰球隊選擇項目34。In this case, especially the baseball team that the player can play and select, the baseball game with the other baseball team's trophy mode is played by the player, as the main battle of the player's selection battle, and by the CPU7 virtual ground Carry out, and at the same time bring a side battle. The main battle system displays 20, and the player can actually reach the other baseball teams that are not selected by the sub-competition player by the operation of the controller 17. The CPU 7 and the main battle simultaneously and concurrently perform the visual monitor 20 in parallel. The game machine can realize a game in which the controller 17 operates the role of the monitor 20 by operating the controller. Figure 2 is a functional block diagram of the function that the Moon has achieved its primary role. The control includes a character display means 50, a character action display determining means 52, and an opening display animation determining means 53 S for displaying the reproducing means 54. The character display means 500 is provided with functions such as the television monitor color 71, the hitter character 72, and the like. In the character display, the pitcher character 71 and the player character 72 are displayed as the spears 20 < in this case, the shooter corresponding to the pitcher character 7] is used by the hitter character image to play the image data from the memory unit 2 ( For example, the recording medium 1 is supplied to the RAM 1 2 . At this time, the image data for the pitcher is recognized by the control unit 1 (for example, the CPU 7). Also, used for a play between 1 year. The pair of baseball teams in the championship mode The main battle is parallel to the TV monitor. In order to use it, it is displayed on the electricity in order to show that it is displayed in the main part of the development department, and the animation team 20 displays the pitcher angle means 50. Figure 3 shows the image of the TV monitor image. And loading the program to the RAM 1 2, and storing the coordinates of the hand on the TV monitor-13- 1337884 2〇 showing the hitter's use of the portrait data for the hitter, and the display for the TV monitor 20 display pitcher The coordinates of the pitcher for the image data are supplied from the storage unit 2 (for example, 'recording medium 1 〇') to the ra μ 1 2 and stored in the RAM 12. At this time, the image data of the hitter and the coordinate data of the hitter are recognized by the control unit 1 (for example, 'CPU 7'). Then, the portrait data for the hitter stored in the RAM 12 is supplied to the television monitor 20 via the image processing circuit 9 based on the instruction from the CPU 7. Then, the image data for the hitter and the image data for the pitcher are displayed on the position of the television monitor 20 based on the coordinates of the hitter and the coordinates of the pitcher. Further, an instruction for displaying the image data for the hitter and the image data for the pitcher at a predetermined position of the television monitor 20 is performed by the CPU 7. The character action means 51 has a function of operating the pitcher character 71 and the hitter character 72. In the character display means 51, the pitcher character 71 and the player character 7 2 are operated. In this means, the signal from the controller 17 for operating the pitcher character 71 and the hitter character 72 is recognized by the control unit 1 (for example, the CPU 7), and the pitcher corresponding to the pitcher character 71 is used in response to an instruction from the CPU 7. The image data and the image data for the hitter corresponding to the hitter character 72 are processed by the control unit 1 (for example, the signal processing processor 8 and the image processing processor 9). Then, the image data to be processed is supplied from the R Α Μ 1 2 to the television monitor 20, and the pitching motion of the pitcher character 7 1 and the swing motion of the player character 72 are displayed on the television monitor 20 as an animation. The battle team decision means 52 is provided with the -14-1337884 function of the opponent team in the battle game played by the CPU 7 by the operation of the controller 7 of the player. In the battle team decision means 5 2, by the player's controller operation, the battle ball in the battle game played by the CPU 7 is determined. The opening game of the game played by the CPU 7 is played by the player and other players or Before the computer began to play, the actual game appearance was displayed as a film and the regenerator was displayed. Here, by the operation of the controller 17, any team suitable for the player's preference can be selected. Specifically, when the title display screen 30 shown in Fig. 3 presses the R2 button 1 7R2 of the operation controller 1 7 , the opponent team setting screen 3 2 is displayed. In the match team setting screen, the player can arbitrarily select the screen of the home team and the away team. By the left direction key 17L and the right direction key 17R of the controller 17, the "home field" and "off road" of the away field selection item 33 can be selected. By using the upper key 17U and the lower direction key 17D of the operator 17, the "home" and "away" of the project 33 can be selected for the away game, and the "A team" and "B team" of the team selection item 34 are selected. "12 teams" of the "team" and "L team" and "automatic selection" as a computer. Selecting the "Home" and "Away" games for the opponent team in the home game, respectively, the team that selected the team 34 teams, "B team", "K team", "L team" and "selection" 'The system is determined by pre-remembering the match team setting table in the section of the record. In addition, the "home" and "away" games of the 3rd home away game cannot select the "squatting team" and "B team" other than the "automatic selection" of the match team. "L" The same team of the team. Also, the team of J 17 respectively. In the battle between the draw and the baseball players, play the 32 in Figure 4. It is controlled by the home field to control the home game. "The ball is automatically set to 33." "Automatic Figure 9 selected items. · "K for the main -15 - 1337884 field selection item 3 3 "Home", ". Away" to become the "A team" and "B team" of the match team selection item 34... "K team "L team" and "automatic selection" of the opposing team, the player's controller 17 can be used to select two teams, but the home field will select item 33 "home" and "off road". One or both of them can be fixed to "automatic selection". Here, first, in the title display screen 30 shown in FIG. 3, when the R2 button 17R2 of the operation controller 丨7 is initially pressed, the match team setting screen 32 shown in FIG. 4 is selected for the home field away game. In the "home" and "away" of the event 3, the status of "automatic selection" and "automatic selection" of the match team selection item 34 is set. Here, an emphasis color display indicating that the "home field" of the home field away selection item 33 is selectable is displayed, and an arrow is displayed on the "automatic selection" of the competition team selection item 34 of the "home field" with respect to the home field selection item 33. The graphical character 35 indicates that the competing team selection item 34 can be changed by the display of the arrow graphic character 35. Here, by operating the controller 17 upper direction key 17U and the down direction key 17D, as shown in FIG. 5, for the "home field" of the home field away selection item 33, the "B team" of the battle team selection item 34 is selected. . Then, by operating the left direction key 17L and the right direction key 17R of the controller 17, when the state in which the highlight color display of the "away field" of the home field away selection item 33 can be selected is performed, the item 3 is selected with respect to the home field away. In the "automatic selection" of the opponent team selection item 34 of "Away", an arrow graphic character 35 indicating that the competition team selection item 3 4 can be changed is displayed. In this state, 'by operating the controller 17 upper direction key 17U and the down direction key-16-1337884 17D, as shown in FIG. 6, for the home field away from the item 33 "away field j, select the battle team selection item. 3 4 "A team". As shown in FIG. 6, when the "home field" is set to "B team" and "off road" is set to "A team", the second button 17b of the operation controller 1 7 is pressed. If you decide on the button, you will decide that "Home" is "B Team" and "Away" is "A Team". Here, various materials including the "B team" at the home team and the "A team" at the "home team" determined by the battle team decision means 52 are stored in the RAM 12. The opening display animation determining means 53 has a function of an animation of the opening game of the battle game of the battle team determined by the match team decision means 52, as determined by the CPU 7. In the opening animation control means 53, the opening animation of the battle game of the battle team determined by the battle team decision means 52 is determined by the CPU 7. Here, when the opponent team determined by the battle team decision means 52 is "home team" is "B team" and "off road" is "A team", then from the A team and the home court B In the match-playing game of the team, the part that is displayed and reproduced as the opening animation is determined by the CPU7 as an arbitrary part, that is, it is determined that the A team and the B team shown in FIG. 7 play against each other. The opening animation of the game from the first half of the first game. Here, in the game of the match between the A team of the away game and the B team of the home court by the opening show animation decision means 53, the part displayed as the opening animation is reproduced from the first half of the first game. Various information about the opening game of the game of the game is stored in RAM1 2 . The opening display animation display reproducing means 54 is provided with the function of displaying the animation by the opening display animation determining means 53 before the start of the battle game -17- 1337884, and displaying the reproduction on the television monitor 2.0 by the C P U 7. The animation display reproduction means 54 is displayed at the opening, and the opening presentation animation determined by the opening presentation animation decision means 53 is displayed on the television monitor 20 by the CPU 7 before the start of the competition game. Here, by the opening display animation display reproduction means 54, the A team of the away game shown in FIG. 7 determined by the opening show animation determining means 53 and the B team of the home court are in the first half of the game. The opening animation " is displayed on the competition display screen 40 on the television monitor 20. In the game program, by the battle team determining means 5 2 'using the operation of the controller 17 of the player, the battle team in the battle game played by the CPU 7 is determined, and the animation determining means 5 3 'utilizes the CPU 7 by opening the game. Determining the opening animation of the battle game as the battle of the battle team determined by the battle team decision means 52, by displaying the animation display reproduction means 54 in the opening game, the CPU 7 displays the reproduction on the monitor before the start of the battle game. The opening animation is determined by the opening show animation decision means 53. Specifically, by the battle team decision means 52 'Using the operation of the controller 17 of the player, it is determined that the opponent team is the away team A team and the home team B team", and then the animation decision means 53 is opened by the opening game. 'As part of the opening animation, it was decided to be the opening show of the match game from the first half of the first game when the A team and the B team decided to play against each other. Animation. Then, by the opening of the animation display reproduction means 54, before the start of the battle game, the A team and the B team determined by the opening show animation decision means 5 3 are in the first half of the first game. The opening animation of the battle game is displayed and reproduced on the television monitor 20. Here, by the operation of the controller 17 of the player, since any matching team suitable for the player's preference can be selected, the player's preference for the favorite team can be selected. Therefore, compared with the opening animation of the two teams that have been arbitrarily selected by the computer, the display player can display the animation of the opening animation for the player. For this reason, it is difficult to reduce the player's animation. For the opening showcase the interest of animation. [About the TV monitor display screen of the baseball game] Next, the title display screen 30 shown in FIG. 3 is used for the specific content of the display screen displayed on the television monitor 20 of the baseball game, and FIGS. 4 to 6 The match display screen 3 0 will be described. In the present baseball game, when the game is started, first, as shown in Fig. 3, the title display screen 30 for displaying the title of the game is displayed on the television monitor 20. The title display screen 30 shown in Fig. 3 has a title image display area 31 in which "4" is displayed in the center of the screen, and "4" indicates the title of the baseball game. In the title display screen 30 shown in Fig. 3, when the player presses the R2 button 17R2 of the operation controller 17, the battle team setting screen 32 shown in Figs. 4 to 6 is displayed on the title display screen 30. As shown in FIG. 4 to FIG. 6 , the competition team setting screen 32 is a rectangular screen displayed on the title display screen 30 in the lower portion of the title image display area 31, and is operated by the controller 17 of the player. Choose the screen of the home team and the away team. In the battle team setting painting (S > -19- 1337884 face 32, the text character indicating "the team that can be set to play in the show" is displayed, and the function is displayed below the character character. The home away game selection item 33 of "Home" and "Away" is selected, and the match team selection item 34 of the "home" and "Away" match teams of the home field selection item 3 3 is selected.
主場客場選擇項目33係如圖4至圖6所示,被以略 矩形的圖形角色包圍「主場」、「客場」之各文字角色的 周圍,藉由操作控制器17之左方向鍵17L及右方向鍵 17R,成爲表示選擇「主場」、「客場」之任一的強調顏 色顯示。在圖4及圖5,強調顏色顯示「主場」,在圖6 係強調顔色顯示「客場」。又,於被強調顏色顯示側之對 戰球隊選擇項目34上下係顯示有箭頭圖形角色35,藉由 箭頭圖形角色35的顯示,表示對戰球隊選擇項目34爲可 變更。在圖4及圖5,於「主場」側顯示有箭頭圖形角色 35'在圖6係於「客場」側顯不有箭頭圖形角色35。 又,分別相對於主場客場選擇項目3 3之「主場」、「客 場」的成爲對戰球隊選擇項目3 4之「A球隊」、「B球 隊」…「K球隊」、「L球隊」及「自動選擇」的對戰球 隊,係藉由預先記憶於記億部2之圖9所示之對戰球隊設 定表來決定。再者,主場客場選擇項目33之「主場」、 「客場」係無法選擇對戰球隊選擇項目3 4之「自動選 擇」之外的「A球隊」、「B球隊」…「K球隊」' 「L 球隊」之相同對戰球隊。 對戰球隊選擇項目3 4係如圖4至圖6所示,顯示有 -20- 1337884 「A球隊」、「B球隊」…「K球隊」、「L球隊」之1 2 之球隊及作爲電腦所致之自動設定的「自動選擇」之任 文字角色,藉由操作控制器17之上方向鍵171;及下方向 鍵17D,可於「主場」、「客場」分別設定1支球隊。在 圖4,對於主場客場選擇項目33之「主場」、「客 場」,分別設定對戰球隊選擇項目34之「自動選擇J 、 「自動選擇」’在圖5,對於主場客場選擇項目33之 「主場」、「客場」,分別設定對戰球隊選擇項目3 4之 「B球隊」、「自動選擇」,在圖6,對於主場客場選擇 項目3 3之「主場」、「客場」’分別設定對戰球隊選擇 項目34之「B球隊」、「A球隊」。 在圖3所示之標題顯示畫面30、圖4至圖6所示之 標題顯示畫面3 0 ’係藉由玩家之控制器1 7的操作’進行 以下之動作。首先,於圖3所示之標題顯示畫面30中, 初始按下操作控制器1 7的R2按鍵1 7R2時’在圖4所示 之對戰球隊設定畫面32’係成爲對於主場客場選擇項目 3 3之「主場」、「客場」’分別設定對戰球隊選擇項目 34之「自動選擇」、「自動選擇」之狀態。在此,進行 表示可選擇主場客場選擇項目33之「主場」的強調顏色 顯示,於相對於主場客場選擇項目3 3之「主場」的對戰 球隊選擇項目34之「自動選擇」上下,顯示有箭頭圖形 角色35,表示可藉由箭頭圖形角色35的顯示來變更對戰 球隊選擇項目34。在此,藉由操作控制器17之上方向鍵 17U及下方向鍵17D,如圖5所示,對於主場客場選擇項 -21 - 1337884 目33之「主場」,選擇對戰球隊選擇項 隊」。 接著’針對棒球遊戲之顯示於電視監 畫面的具體內容,使用圖7所示之對戰羅 說明。 在本棒球遊戲,係如圖7所示,進行 者角色72的擊球游標,來擊出控制部if) 作而藉由投手角色71投出之球物件的遊 球遊戲,圖7所示之對戰顯示畫面40係 72的視點,打擊藉由投手角色71投出之 的對戰顯示畫面。 對戰顯示畫面40係如圖7所示,主 面下部之投手角色71、及配置於畫面_ 72。投手角色71、打者角色72係在用以 打者物件72動作之指令依據遊戲程式而 時,投手角色7 1、打者物件72的動作係 角色7 1、打者物件72之畫像資料(例如 續地移動,而顯示於電視監視器20。 又,對戰顯示畫面40係如圖7所示 畫面上部左側的局數顯不區域41、於畫 於局顯示區域41之右側的球數顯示區域 中,配置於球數顯示區域42之右側的對 43、及於畫面上部左側中,配置於局顯示 跑者守備狀況顯示區域44。 目34之「 B球 視器2 0之顯示 i示畫面4 0加以 玩家藉由操作打 吏投手角色71動 戲。在如此之棒 玩家是打者角色 球物件時所顯示 要具有配置於畫 h部之打者角色 使投手角色7 1、 從控制部1發送 藉由使對應投手 ,多邊形資料)連 ,具有:配置於 面上部中,配置 4 2、於畫面上部 戰得分顯示區域 區域41周圍的 -22- 1337884 於局數顯示區域41係顯示有現在的局數’在圖7係 顯示「1局上半」之文字角色。於球數顯示區域42係從 左到右分別顯示有代表好球數、壞球數、出局數之s、 B、〇的文字角色,於S、B、0文字角色之下側,代表好 壞球數之圓形的圖形角色從上到下分別顯示兩個、3個、 雨個,在圖7,藉由在S、B、0的文字角色之下側圓形的 圖形角色中,從左到右,〇、〇、〇之圓形的圖形角色成爲 黃色、綠色、紅色之顏色顯示,表示「〇好球、〇壞球、〇 出局」。於對戰得分顯示區域4 3 ’係顯示有對戰球隊名 稱的文字角色、得分的文字角色、及表示現在的進攻球隊 之矩形的圖形角色,在圖7,表示「客場之A球隊的得分 是0分,主場之B球隊的得分是〇分,現在的進攻球隊是 B球隊」。於跑者守備狀況顯示區域44係顯示有模擬守 備場域之略扇形的圖形角色,藉由跑者角色及守備選手角 色的配置來表示跑者狀況及守備狀況。在圖7,因爲未顯 示矩形的跑者角色,故表示跑者狀況是沒有跑者在壘》 [棒球遊戲中的開場展示動畫再生顯示系統執行時之 處理流程] 使用圖8所示之流程圖說明本實施形態的棒球遊戲中 的開場展不動畫再生顯不示系統。 首先,如圖8所示,進行決定藉由CPU7進行之對戰 遊戲中的對戰球隊的對戰球隊決定處理(S 1 )。 在步驟S 1的對戰球隊決定處理,藉由玩家之控制器 -23- 1337884 17的操作,決定藉由CpU7進行之對戰遊戲中的對戰球 隊。具體來說,在步驟S1的對戰球隊決定處理’係於圖 3所示之標題顯示畫面30中,初始按下操作控制器17的 R2按鍵17R2時,在圖4所示之對戰球隊設定畫面32’ 則成爲對於主場客場選擇項目3 3之「主場」、「客 場」,分別設定對戰球隊選擇項目34之「自動選擇」、 「自動選擇」之狀態。在此’藉由操作控制器17之上方 向鍵17U及下方向鍵17D’如圖5所示’對於主場客場選 擇項目33之「主場」’選擇對戰球隊選擇項目34之「B 球隊」。然後,藉由操作控制器17之左方向鍵17L及右 方向鍵17R,成爲進行表示可選擇主場客場選擇項目33 之「客場」的強調顏色顯示之狀態時,於相對於主場客場 選擇項目33之「客場」的對戰球隊選擇項目34之「自動 選擇」上下,顯示有表示可變更對戰球隊選擇項目34的 箭頭圖形角色35。在該狀態下,藉由操作控制器17之上 方向鍵17U及下方向鍵17D,如圖6所示,對於主場客場 選擇項目33之「客場」,選擇對戰球隊選擇項目34之 「A球隊」。玩家係如圖6所示,在「主場」設定爲「B 球隊」’ 「客場」設定爲「A球隊」之對戰球隊時,藉由 按下操作控制器1 7之第2按鍵1 7b等的決定按鍵,則決 定「主場」爲「B球隊」,「客場」爲「A球隊」。在步 驟S 1的對戰球隊決定處理,決定對戰球隊時,則轉變至 決定開場展不動畫的開場展示動畫決定處理(S2)。 在步驟S2的開場展示動畫決定處理,係藉由cpu7 -24- 1337884 來決定作爲藉由步驟S1的對戰球隊決定處理決定之對戰 球隊的對戰之對戰遊戲的開場展示動畫。具體來說,在步 驟S2的開場展示動畫決定處理,藉由步驟S1的對戰球隊 決定處理決定之對戰球隊爲「主場」是「B球隊」、「客 場」是「A球隊」時,則從客場之A球隊與主場之B球 隊對戰時的對戰球隊中,作爲開場展示動畫而被顯示再生 之部份藉由CPU7決定爲任意部份,亦即,決定爲圖7所 示之A球隊與B球隊對戰時之從1局上半之對戰遊戲的 開場展示動畫。在步驟S2的開場展示動畫決定處理,決 定作爲開場展示動畫時,則轉變至顯示再生開場展示動畫 的開場展示動晝顯示再生處理(S3)。 在步驟S3的開場展示動畫顯示再生處理,係於對戰 遊戲開始前,藉由CPU7於電視監視器20顯示再生,藉 由步驟 S2的開場展示動畫決定處理決定之開場展示動 畫。具體來說,在步驟S3的開場展示動畫顯示再生處 理,藉由步驟S2的開場展示動畫決定處理決定之圖7所 示之客場的A球隊與主場的B球隊對戰時的從1局上半 之對戰遊戲的開場展示動畫’係被顯示再生於電視監視器 20上的對戰顯示畫面40。 在此,藉由步驟S1的對戰球隊決定處理’利用玩家 之控制器1 7的操作’決定藉由CPU7進行之對戰遊戲中 的對戰球隊,藉由步驟S2的開場展示動畫決定處理,利 用CPU7決定作爲藉由步驟S 1的對戰球隊決定處理決定 之對戰球隊之對戰的對戰遊戲之開場展示動畫’藉由步,驟 -25- 1337884 S3的開場展示動畫顯示再生處理,於對戰遊戲開始前, 藉由CPU7於監視器顯示再生藉由開場展示動畫決定處理 決定之開場展示動畫。具體來說,藉由步驟S1的對戰球 隊決定處理,利用玩家之控制器1 7的操作,決定對戰球 隊爲客場的A球隊與主場的B球隊。接著,藉由步驟S2 的開場展示動畫決定處理,作爲開場展示動畫而被顯示再 生之部份,係決定爲藉由步驟S1的對戰球隊決定處理決 定之A球隊與B球隊進行對戰時之從1局上半開始之對 戰遊戲的開場展示動畫。然後,藉由步驟S3的開場展示 動畫顯示再生處理,於對戰遊戲開始前,利用步驟S2的 開場展示動畫決定處理決定之A球隊與B球隊對戰時的 從1局上半之對戰遊戲的開場展示動畫,係被顯示再生於 電視監視器20。在此,藉由玩家之控制器1 7的操作,因 爲可選擇適合玩家之嗜好的任意之對戰球隊,故可選擇玩 家玩家偏愛之中意的球隊之對戰。所以,相較於如先前玩 家強制地視聽藉由電腦任意選擇之兩支球隊對戰的開場展 示動畫,而可顯示再生對於玩家來說有魅力之開場展示動 畫,爲此,較難降低玩家之對於開場展示動畫視聽的興趣 性。 [其他實施形態] (a)在前述實施形態,已揭示使用作爲可適用遊戲程 式之電腦之一例的家庭用視訊遊戲裝置之狀況的範例,但 是,遊戲裝置係並不限定於前述實施形態,也可同樣適用 -26- 1337884 於監視器爲另外構成之遊戲裝置、監視器爲一體構成之遊 戲裝置及藉由執行遊戲程式可作爲遊戲裝置而作用之個人 電腦及工作站等。 (b) 於本發明亦包含執行如前述之遊戲的程式、執行 如前述之遊戲之程式方法及記錄該程式之電腦可讀取之記 錄媒體。作爲該記錄媒體,卡匣以外可舉出,例如,電腦 可讀取之可撓性碟、半導體記憶體、CD—ROM、DVD、 MO、ROM卡匣、其他者。 (c) 在前述實施形態,開場展示動畫決定手段53係從 客場的 A球隊與主場的B球隊進行對戰時之對戰遊戲 中,藉由CPU7將作爲開場展示動畫而被顯示再生之部份 決定爲任意之部份,但是,更進而設置精彩部份場面決定 手段55(參考圖10),係於對戰遊戲開始前,藉由CPU7進 行虛擬地進行之未顯示於電視監視器20之虛擬對戰遊戲 後,從虛擬對戰遊戲中決定達成所定精采部份場面條件之 虛擬對戰遊戲中的精采部份場面;而作爲藉由精彩部份場 面決定手段55決定之虛擬對戰遊戲中的精彩部份場面之 開場展示動畫的構造,係藉由開場展示動畫顯示再生手段 54,於圖11所示之4局下半的進攻中,於1對1之同分 且2壘(得點圏)有跑者時之場面時、及好壞球數是1好兩 壞時,打者角色72擊出安打時,係從好壞球數是〇好球 〇壞球時,顯示再生開場展示動畫之構造亦可。 再者,圖1 0係相當於前述實施形態之圖2的圖,但 是,僅針對與前述實施形態不同之精彩部份場面決定手段 -27- 1337884 5 5、開場展示動畫決定手段5 3、開場展示動畫顯示 手段5 4加以說明,因爲其他構造與前述實施形態相 故省略詳細說明。 精彩部份場面決定手段55,係具備利用CPU7進 擬對戰遊戲之後,從虛擬對戰遊戲中,決定達成所定 部份條件之虛擬對戰遊戲中的精彩部份場面的功能。 彩部份場面決定手段55,係利用CPU7進行虛擬對戰 之後’從虛擬對戰遊戲中,決定達成所定精彩部份條 虛擬對戰遊戲中的精彩部份場面。在此,所謂虛擬對 戲,係在玩家與其他玩家及CPU7實際進行對戰之對 戲之前,藉由CPU7虛擬地進行之未顯示於電視監視 的對戰遊戲,亦即僅爲了用以決定精彩部份場面所進 對戰遊戲。又,所謂虛擬對戰遊戲中的精彩部份場面 指於虛擬對戰遊戲中,比賽最讓人興奮的場面,例如 者角色72擊出決定比賽之勝敗的逆轉打時,相反地 得點圈存在有跑者時,投手角色71奪取三振而脫離 時等的場面。又,精彩部份場面係在達成前述所定精 份條件之所定時間(例如1分至1分3 0秒之間),被 的動畫。又’所謂所定精彩部份,係用以決定虛擬對 戲中的精彩部份場面的條件,亦即藉由預先被記憶部 格化並記憶之圖1 6所示之各所定局之所定精彩部份 所相對的轉換表決定之虛擬對戰遊戲的遊戲展開所相 條件。具體來說’如圖1 6所示般,局數是「從1局 局」時’有「在得點圈之跑者全部回本壘則先馳得分 再生 同, 行虛 精彩 在精 遊戲 件之 戰遊 戰遊 器20 行之 ,係 ,打 是在 危機 彩部 再生 戰遊 2表 條件 關的 至6 .得 -28 - 1337884 分超前的機會時」、「在得點圈之跑者全部回本壘則同分 的機會時」、「在得點圈之跑者全部回本壘則逆轉時」, 局數是「從7局至8局」時,有「跑者全部回本壘則成爲 先馳得分·得分超前之狀況時」、「跑者全部回本壘則成 爲同分之狀況時」、「跑者全部回本壘則成爲逆轉之狀況 時」1局數是「9局」時,則「全部所有之狀況時」可成 爲虛擬對戰遊戲中的精彩部份場面之條件,在達成該條件 時,成爲精彩部份場面之旗標則會豎立。具體來說,如圖 11所示般,於4局下半的進攻中,1比1之同分且在2壘 (得點圈)有跑者時之場面存在於虛擬對戰遊戲的時候,係 因爲如果打者角色72擊出安打的話,則成爲2壘跑者回 本壘,變成2比1之場面,故達成在局數是「從1局至6 局」時,有「在得點圈之跑者全部回本壘則先馳得分•得 分超前的機會時」、「在得點圈之跑者全部回本壘則同分 的機會時」、「在得點圈之跑者全部回本壘則逆轉時」之 條件,於該4局下半的進攻中,1比1之同分且在2壘 (得點圈)有跑者時之場面,係藉由精彩部份場面決定手段 55決定爲虛擬對戰遊戲中的精彩部份場面。 又,在精彩部份場面決定手段55,CPU7判斷局數是 第幾局時’則因應圖1 7所示之各所定局之確認開始局數 決定機率所相對之轉換表的機率値會作用。具體來說,如 圖17所示般’在局數是「1局至2局爲止」時,確認開 始局數決定機率是「25%」,在局數是「3局至4局爲 止」時,確認開始局數決定機率是「2 5 %」,在局數是 -29- 1337884 「5局至 6局爲止」時,確認開始局數決定機率是 「5 %」,在局數是「7局至8局爲止」時’確認開始局數 決定機率是「35%」,在局數是「9局」時’確認開始局 數決定機率是「10%」。在此’降低於現實的棒球中較難 有精采場面之局數「5局至6局爲止」時的機率値,提高 於現實的棒球中較易有精采場面之局數「7局至8局爲 止」時的機率値,藉此易於決定有真實感的精彩部份場 面。在此,確認開始局數決定機率是「2 5 %」,局數決定 爲「3局至4局爲止」,於該「3局至4局爲止」中,不 存在有第3局可能成爲精彩部份場面的狀態下,且於4局 下半的進攻中,1比1同分且2壘(得點圈)有跑者時之場 面會作爲精彩部份場面而被選擇。 又,在精彩部份場面決定手段55,虛擬對戰遊戲中 的精彩部份場面係於4局下半的進攻中,1比1同分且2 壘(得點圈)有跑者時的場面存在於虛擬對戰遊戲的時候, 雖然如果打者角色72擊出安打的話,2壘跑者回到本壘 成爲2比1超前之場面僅有1個,但是,於其他達成圖 1 6所示之精彩部份條件之狀況係藉由CPU7隨機從該等中 決定1個場面亦可,藉由CPU7從該等中選擇複數場面亦 可。又,藉由CPU7將虛擬對戰遊戲的遊戲展開所相關之 各種條件予以數値化者中數値最高者決定爲虛擬對戰遊戲 中的精彩部份場面亦可,例如,於圖1 6所示之各所定局 數之所定精彩部份條件設定優先順序,將優先順序較高者 作爲精彩部份場面亦可。進而,藉由圖18所示之相對於 -30- 1337884 每開場展示再生型式之開場展示再生型式決定機率的轉換 表,更另外選出開場展示再生型式亦可。具體來說,如圖 18所示般,在身爲藉由前述之局數確認來決定精彩部份 場面之「通常開場展示再生」之型式時,開場展示再生型 式決定機率是「80%」,在無條件地決定將精彩部份場面 從圖13所示之1局上半再生之「從1局之通常開場展示 再生」之型式時,開場展示再生型式決定機率是 「1 0%」,在進行虛擬對戰遊戲之球場是7局上半結束 後,放煙火時(圖15所示之攻守交替顯示畫面45中存在 放煙火之煙火動畫顯示區域46的展示動畫時),決定將精 彩部份場面從7局上半再生之「從7局之通常開場展示再 生」之型式時,開場展示再生型式決定機率是, 並不會經常進行「通常開場展示再生」。在此,開場展示 再生型式決定機率是「80%」,決定爲「通常開場展示再 生」,如前述般,於4局下半的進攻中,1比1同分且2 壘(得點圈)有跑者時的場面,係作爲精彩部份場面而被選 擇。在此,藉由精彩部份場面決定手段55決定之精彩部 份場面於4局下半的進攻中,1比1同分且2壘(得點圈) 有跑者時的場面存在於虛擬對戰遊戲的時候,包含如果打 者角色72擊出安打的話,2壘跑者回到本壘成爲2比1 超前之場面的資訊之各種資料係儲存於R Α Μ 1 2。 開場展示動畫決定手段53,係具備藉由CPU7來決 定,包含藉由精彩部份場面決定手段55決定之虛擬對戰 遊戲中的精彩部份場面之開場展示動畫的功能。在開場展 -31 - 1337884 示動畫決定手段53’包含藉由精彩部份場面決定手段55 決定之虛擬對戰遊戲中的精彩部份場面之開場展示動畫, 係具備藉由CPU7決定。又,開場展示動畫決定手段53, 係具備藉由CPU7以從由虛擬對戰遊戲中的精彩部份場面 之所定時間之前的場面來開始開場展示動畫之方式來決定 的功能。在開場展示動畫決定手段5 3,以從由虛擬對戰 遊戲中的精彩部份場面之所定時間之前的場面來開始開場 展示動畫之方式藉由CPU7決定。在此,所謂開場展示動 畫係如圖 Π所示般,在玩家與其他玩家或電腦開始進行 對戰前,實際進行棒球遊戲之模樣作爲影片而被顯示再生 者。在此,如圖11所示般,精彩部份場面係於4局下半 的進攻中,1比1同分且2壘(得點圈)有跑者時的場面時 而在好壞球數是1好球兩壞球的時候’打者角色72擊出 安打時,從好壞球數是〇好球0壞球時顯示再生者則作爲 開場展示動畫而被決定。在此,藉由開場展示動畫決定手 段5 3決定之精彩部份場面係於4局下半的進攻中’ 1比1 同分且2壘(得點圈)有跑者時的場面時而在好壞球數是1 好球兩壞球的時候,打者角色72擊出安打時’包含從好 壞球數是〇好球〇壞球時顯示再生者是開場展示動畫的資 訊之各種資料係儲存於RAM 1 2。 開場展示動畫顯示再生手段54 ’係具備於對戰遊戲 開始前,藉由CPU7於電視監視器20顯示再生’藉由開 場展示動畫決定手段5 3決定之開場展示動畫的功能。在 開場展示動畫顯示再生手段5 4,於對戰遊戲開始前’藉 -32- 1337884 由開場展示動畫決定手段53決定之開場展示動畫,係藉 由CPU7於電視監視器20顯示再生。在此,藉由開場展 示動畫決定手段53決定之精彩部份場面係於圖Π所示之 4局下半的進攻中,1比1同分且2壘(得點圈)有跑者時 的場面時而在好壞球數是1好球兩壞球的時候,打者角色 72擊出安打時,從好壞球數是0好球0壞球時開始,藉 由開場展示動畫顯示再生手段54顯示於電視監視器20上 的對戰顯示畫面40。 在該遊戲程式,藉由精彩部份場面決定手段55,在 利用CPU7進行虛擬對戰遊戲之後,從虛擬對戰遊戲中決 定達成所定精采部份條件之虛擬對戰遊戲中的精采部份場 面,藉由開場展示動畫決定手段5 3,利用CPU7決定作爲 藉由精彩部份場面決定手段55決定之包含虛擬對戰遊戲 中的精采部份場面之開場展示動畫的動畫,藉由開場展示 動畫顯示再生手段54,於對戰遊戲開始前,藉由開場展 示動畫決定手段53決定之開場展示動畫’係藉由CPU7 於電視監視器20顯示再生。具體來說,因爲藉由精彩部 份場面決定手段55,達成局數是「1局至6局爲止」時, 「在得點圈之跑者全部回到本壘的話則先馳得分•得分超 前的機會時」、「在得點圈之跑者全部回到本壘的話則逆 轉的機會時」之條件,故於該4局下半的進攻中,1比1 同分且2壘(得點圈)有跑者時的場面’係藉由精彩部份場 面決定手段5 5決定爲虛擬對戰遊戲中的精彩部份場面。 接著,藉由開場展示動畫決定手段5 3 ’在好壞球數是1 -33- 1337884 好球兩壞球的時候,打者角色72擊出安打時’從好壞球 數是〇好球0壞球時顯示再生者,係藉由開場展示動畫決 定手段5 3決定爲開場展示動畫。然後,藉由開場展示動 畫顯示再生手段54,藉由開場展示動畫決定手段53決定 之精彩部份場面係於4局下半的進攻中,是1比1同分且 2壘(得點圈)有跑者時的場面時而在好壞球數是1好球兩 壞球的時候,打者角色72擊出安打時,從好壞球數是〇 好球0壞球時開始,藉由開場展示動畫顯示再生手段54 而開場展示動畫會顯示再生於電視監視器20。在此,於 虛擬對戰遊戲中比賽最高潮之場面的精彩部份場面之於圖 1 1所示之4局下半的進攻中,1比1同分且2壘(得點圈) 有跑者時的場面時而在好壞球數是1好球兩壞球的時候, 打者角色72擊出安打時,從好壞球數是0好球0壞球時 開始,顯示再生開場展示動畫,故相較如先前經常顯示再 生從1局上半之動畫之狀況,可顯示再生對於玩家來說有 魅力之開場展示動畫,爲此,較難以損及玩家之對於開場 展示影片視聽的興趣性。 又,圖1 1係相當於前述實施形態之圖7的圖,但 是,僅針對與前述實施形態不同之對戰顯示畫面40的局 數顯示區域41、球數顯示區域42、對戰得分顯示區域 43、跑者守備狀況顯示區域44加以說明,因爲其他構造 與前述實施形態相同,故省略詳細說明。 對戰顯示畫面4 0係如圖1 1所示,具有:配置於畫面 上部左側的局數顯示區域41、於畫面上部中,配置於局 -34- 1337884 顯示區域41之右側的球數顯示區域42、於畫面上部中, 配置於球數顯示區域42之右側的對戰得分顯示區域43、 及於畫面上部左側中,配置於局顯示區域41周圍的跑者 守備狀況顯示區域44。 於局數顯示區域4 1係顯示有現在的局數,在圖11係 顯示「4局下半」之文字角色。於球數顯示區域42係從 左到右分別顯示有代表好球數、壞球數、出局數之S、 B、〇的文字角色,於S、B、0之文字角色之下側,代表 好壞球數之圓形的圖形角色從上到下分別顯示有兩個、3 個、兩個,在圖Π,藉由在S、B、0的文字角色之下側 之圓形的圖形角色中,從左到右,1個、兩個、兩個之圓 形的圖形角色成爲黃色、綠色、紅色之顏色顯示,表示 「1好球、2壞球、2出局」。於對戰得分顯示區域4 3, 係顯示有對戰球隊名稱的文字角色、得分的文字角色、及 表示現在的進攻球隊之矩形的圖形角色,在圖11,表示 「A球隊的得分是1分,B球隊的得分是1分,現在的進 攻球隊是B球隊」。於跑者守備狀況顯示區域44係顯示 有模擬守備場域之略扇形的圖形角色’藉由跑者角色及守 備選手角色的配置來表示跑者狀況及守備狀況。在圖 11,因爲矩形的跑者角色顯示於2壘*故表示跑者狀況是 跑者在2壘(得點圈)。 又,圖12係相當於前述實施形態之圖8的圖,但 是,僅針對與前述實施形態不同之步驟的虛擬對戰遊 戲執行結果決定處理、步驟S 1 2的精彩部份場面決定處理 -35- < S ) 1337884 加以說明,因爲其他構造與前述實施形態相同,故省略詳 細說明。 首先’如圖12所示,藉由CPU7執行虛擬對戰遊 戲,並進行決定虛擬對戰遊戲之結果的虛擬對戰遊戲執行 結果決定處理(S 11)。於步驟S11的虛擬對戰遊戲執行結 果決定處理中,決定虛擬對戰遊戲的結果時,則進行用以 決定虛擬對戰遊戲中的精彩部份場面之精彩部份場面決定 處理(S12)。 在步驟S12的精彩部份場面決定處理,藉由CPU7進 行虛擬對戰遊戲之後,從虛擬對戰遊戲中,決定達成所定 精彩部份條件之虛擬對戰遊戲中的精彩部份場面。具體來 說,在步驟S12的精彩部份場面決定處理,如圖11所示 般,於4局下半的進攻中,1比1之同分且在2壘(得點 圈)有跑者時之場面存在於虛擬對戰遊戲的時候,係因爲 如果打者角色72擊出安打的話,則成爲2壘跑者回本 壘,變成2比1之場面,故達成在局數是「從1局至6 局」時’有「在ί辱點圈之跑者全部回本墨則先馳得分·得 分超前的機會時」、「在得點圈之跑者全部回本壘則同分 的機會時」、「在得點圈之跑者全部回本壘則逆轉時」之 條件,於該4局下半的進攻中,1比1之同分且在2壘 (得點圈)有跑者時之場面,係藉由步驟S 1 2的精彩部份場 面決定處理,決定爲虛擬對戰遊戲中的精彩部份場面。在 步驟S 1 2的精彩部份場面決定處理,決定對戰球隊時,則 轉變至決定開場展示動畫的開場展示動畫決定處理 -36- 1337884 (S13)。再者’步驟S13的對戰球隊決定處理、步驟Sl4 的開場展示動畫決定處理、步驟SI5的開場展示動畫顯示 再生處理’係因爲相當於圖8之步驟S1的對戰球隊決定 處理、步驟S2的開場展示動畫決定處理、步驟S3的開場 展示動畫顯示再生處理,故省略詳細說明。 在此,於虛擬對戰遊戲中比賽最高潮之場面的精彩部 份場面之於圖11所示之4局下半的進攻中,1比1同分 % 且2壘(得點圈)有跑者時的場面時而在好壞球數是1好球 兩壞球的時候,打者角色72擊出安打時,從好壞球數是 〇好球0壞球時開始,顯示再生開場展示動畫,故相較如 ' 先前經常顯示再生從1局上半之動畫之狀況,可顯示再生 對於玩家來說有魅力之開場展示動畫,爲此,較難以損及 玩家之對於開場展示影片視聽的興趣性。 [產業上之利用可能性] • 依據本發明,於遊戲程式中,藉由對戰球隊決定功 能,利用玩家之操作部的操作,決定藉由操作部進行之對 戰遊戲中的對戰球隊,藉由開場展示動畫決定功能,作爲 藉由對戰球隊決定功能決定之對戰球隊之對戰的對戰遊戲 之開場展示動畫,係藉由控制部決定,藉由開場展示動畫 顯示再生功能,於對戰遊戲開始前,藉由開場展示動畫決 定功能決定之開場展示動畫,係藉由控制部於監視器顯示 再生。在此,藉由玩家之控制部的操作,因爲可選擇適合 玩家之嗜好的任意之對戰球隊,故可選擇玩家玩家偏愛之 -37- 1337884 中意的球隊之對戰,爲此,較難以損及玩家之對於開場展 示影片視聽的興趣性。 進而,依據本發明,於遊戲程式中’藉由精彩部份場 面決定功能,在利用控制部進行虛擬對戰遊戲之後’從虛 擬對戰遊戲中決定達成所定精采部份條件之虛擬對戰遊戲 中的精采部份場面,藉由開場展示動畫決定功能,作爲藉 由精彩部份場面決定功能決定之包含虛擬對戰遊戲中的精 采部份場面之開場展示動畫的動畫,係藉由控制部決定, 藉由開場展示動畫顯示再生功能,於對戰遊戲開始前,藉 由開場展示動畫決定功能決定之開場展示動畫,係藉由控 制部於監視器顯示再生。在此,因爲從虛擬對戰遊戲中身 爲比賽最高潮之場面的精彩部份場面,顯示再生開場展示 動畫,故相較於先前之通常顯示再生從1局上半開始之動 畫之狀況,而可顯示再生對於玩家來說有魅力之開場展示 動畫,因此,較難降低玩家之對於開場展示動畫視聽的興 趣性。 【圖式簡單說明】 [圖1 ]利用本發明之一實施形態的視訊遊戲裝置之基 本構造圖。 [圖I 2]前述視訊遊戲裝置的功能區塊圖。 [H 3]揭示標題顯示畫面的電視監視器圖。 4]揭示顯示於前述標題顯示畫面上之對戰球隊設 定畫面的電視監視器圖。 -38- 1337884 [圖5]揭示已設定主場之前述對戰球隊設定畫面的憊 視監視器圖。 [圖6]揭示已設定客場之前述對戰球隊設定畫面的€ 視監視器圖。 [圖7]揭示開場展示動畫顯示畫面的電視監視器圖。 [圖8 ]用以說明開場展示動畫顯示再生處理的流程 圖。 • [圖9]可在主場及客場選擇的對戰球隊設定表。 [圖10]相當於其他實施形態之圖2的圖。 [圖11 ]相當於其他實施形態之圖7,揭示從4局下半 • 開始之開場展示動畫顯示畫面的電視監視器圖。 [圖1 2 ]相當於其他實施形態之圖8的圖。 [圖1 3 ]揭示從1局上半開始之開場展示動畫顯示畫面 的電視監視器圖》 [圖14]揭示從7局上半開始之開場展示動畫顯示畫面 φ 的電視監視器圖。 [圖1 5]揭示作爲7局上半攻守交換後所進行之事件的 煙火動畫顯示畫面的電視監視器圖。 ϊ® 1 6]相對於每所定局之所定精彩部份條件的轉換 表。 [圖17]相對於每所定局之確認開始局數決定機率的轉 換表。 [圖18】相對於每開場展示再生型式之開場展示再生型 式決定機率的轉換表。 (5 ) -39- 1337884 【主要元件符號說明】 1 :控制部As shown in FIG. 4 to FIG. 6 , the home away game selection item 33 is surrounded by the character characters of the “home field” and the “away road” in a slightly rectangular figure role, and the left direction key 17L and the right side of the controller 17 are operated. The direction key 17R is an emphasized color display indicating that either "home field" or "away field" is selected. In Fig. 4 and Fig. 5, the color display "home field" is emphasized, and in Fig. 6, the color display "off road" is emphasized. Further, an arrow graphic character 35 is displayed on the highlighted team selection item 34 on the highlighted color display side, and the match character selection item 34 is changeable by the display of the arrow graphic character 35. In Fig. 4 and Fig. 5, an arrow graphic character 35' is displayed on the "home field" side, and an arrow graphic character 35 is displayed on the "away road" side in Fig. 6. In addition, the "home team" and "away road" of the match 3 of the home game are selected as the "A team" and "B team" of the match team selection item 3 "K team" and "L ball". The teams of the team and the "automatic selection" are determined by pre-remembering the match team setting table shown in Figure 9 of the book. In addition, the "home" and "off road" of the home away game selection item 33 cannot select the "A team" and "B team" other than the "automatic selection" of the match team selection item 34. "K team "'L team's same team." The match team selection project 3 4 is shown in Figure 4 to Figure 6, showing -20-1337884 "A team", "B team"... "K team", "L team" 1 2 The character characters of the "automatic selection" automatically set by the team and the computer can be set in the "home field" and "off road" by operating the controller 17 upper direction key 171 and the down direction key 17D. Team. In FIG. 4, for "home field" and "off road" of the home field away selection item 33, "automatic selection J, "automatic selection"" of the competition team selection item 34 are respectively set in FIG. 5, and "home field selection item 33" is selected. "Home" and "Away" are set to "B team" and "automatic selection" of the team selection item 3, respectively. In Figure 6, the "home" and "away" of the home field selection item 3 3 are set separately. Match team selects "B team" and "A team" of item 34. The title display screen 30 shown in Fig. 3 and the title display screen 3 0 ' shown in Figs. 4 to 6 perform the following operations by the operation of the controller 17 of the player. First, in the title display screen 30 shown in FIG. 3, when the R2 button 1 7R2 of the operation controller 17 is initially pressed, the "competition team setting screen 32 shown in FIG. 4" becomes the home field selection item 3 3 "Home" and "Away" set the status of "Automatic Selection" and "Automatic Selection" of the match team selection item 34, respectively. Here, the highlight color display indicating the "home field" of the home away game selection item 33 is displayed, and the "automatic selection" of the battle team selection item 34 of the "home field" with respect to the home field selection item 3 3 is displayed. The arrow graphic character 35 indicates that the match team selection item 34 can be changed by the display of the arrow graphic character 35. Here, by operating the upper direction key 17U and the lower direction key 17D of the controller 17, as shown in FIG. 5, for the "home field" of the home field selection item -1 - 1337884, the selection of the team selection team" . Next, for the specific content displayed on the TV monitor screen for the baseball game, the description of the battle shown in Fig. 7 is used. In the baseball game, as shown in FIG. 7, the hitting cursor of the player character 72 is used to hit the ball game of the ball object that the control unit if) is thrown by the pitcher character 71, as shown in FIG. The viewpoint display screen 40 is a viewpoint of the screen 72, and the battle display screen which is projected by the pitcher character 71 is struck. The competition display screen 40 is as shown in Fig. 7, and the pitcher character 71 at the lower portion of the main surface is disposed on the screen _72. The pitcher character 71 and the hitter character 72 are image data of the action character 7 1 and the hitter object 72 of the player character 7 1 and the hitter object 72 when the command for operating the player object 72 is in accordance with the game program. On the other hand, the match display screen 40 is placed in the ball number display area on the left side of the upper left side of the screen as shown in FIG. The pair 43 on the right side of the number display area 42 and the left side of the upper part of the screen are arranged in the office display of the garner status display area 44. The display of the B ball viewer 20 shows the screen 40. The action of the snoring pitcher character 71 is performed. When such a great player is a hitter character ball object, it is displayed that the player character is arranged in the h part, so that the pitcher character 7 1 is transmitted from the control unit 1 by making the corresponding pitcher, the polygon Data) connected, with: configured in the upper part, configuration 4 2. -22- 1337884 around the upper part of the screen score display area area 41. The number of the current number is displayed in the number of display areas 41 Figure 7 displays the text-based character "1 Jushang Ban" it. In the ball number display area 42, the character characters representing the number of good balls, the number of bad balls, and the number of outs, s, B, and 〇 are displayed from left to right, respectively, on the lower side of the S, B, and 0 character characters, representing good or bad. The rounded graphic characters of the number of balls display two, three, and rain respectively from top to bottom. In Figure 7, by the character characters in the side circular shape under the character characters of S, B, and 0, from the left To the right, the circular graphic characters of 〇, 〇, and 成为 are displayed in yellow, green, and red colors, indicating that "the ball is good, the ball is bad, and the ball is out." In the match score display area 4 3 ', the character character of the battle team name, the character character of the score, and the graphic character representing the rectangle of the current offensive team are displayed. In FIG. 7, the score of the A team of the away game is shown. It is 0 points, the score of the B team at home is a score, and the current offensive team is the B team." The runner defensive status display area 44 displays a slightly fan-shaped graphical character of the simulated guard field, and the runner status and the defensive hand character are used to indicate the runner status and the garrison status. In FIG. 7, since the runner character of the rectangle is not displayed, it indicates that the runner condition is that there is no runner in the game. [Processing flow when the animation display reproduction system is executed in the baseball game] Using the flowchart shown in FIG. The opening and closing animation reproduction display system in the baseball game of the present embodiment will be described. First, as shown in Fig. 8, a battle team decision process (S 1 ) for determining a match team in the match game by the CPU 7 is performed. The battle team in step S1 decides to process, and the player's controller -23- 1337884 17 operates to determine the match team in the match game played by CpU7. Specifically, in the title display screen 30 shown in FIG. 3, in the title display screen 30 shown in FIG. 3, when the R2 button 17R2 of the operation controller 17 is initially pressed, the battle team setting shown in FIG. 4 is set. The screen 32' is set to "home" and "away" for the home field selection item 3, and the "automatic selection" and "automatic selection" of the competition team selection item 34 are set. Here, by operating the controller 17 upper direction key 17U and lower direction key 17D' as shown in FIG. 5, 'the "home team" of the home field away selection item 33 is selected as the "B team" of the match team selection item 34. . Then, by operating the left direction key 17L and the right direction key 17R of the controller 17 to display the highlighted color display of the "away" of the home field selection item 33, the item 33 is selected with respect to the home field. In the "automatic selection" of the opponent team selection item 34 of "Away", an arrow graphic character 35 indicating that the competition team selection item 34 can be changed is displayed. In this state, by operating the controller 17 upper direction key 17U and the down direction key 17D, as shown in FIG. 6, for the "off road" of the home field away selection item 33, the "A ball of the match team selection item 34 is selected. team". As shown in Figure 6, when the "home team" is set to "B team" and "off road" is set to "A team", the second button 1 of the operation controller 17 is pressed. The decision button of 7b, etc. determines that "home" is "B team" and "away" is "A team". When the team in step S1 decides to process and decides to play the team, it shifts to the opening show animation decision process (S2) which determines the opening of the show. At the opening of the step S2, the animation decision processing is performed, and the opening animation of the battle game of the battle team determined by the battle team decision processing in step S1 is determined by cpu7 - 24 - 1337884. Specifically, in the opening scene of step S2, the animation determination processing is performed, and when the opponent team determined by the confrontation team in step S1 determines that the "home team" is "B team" and "off road" is "A team" From the A team in the away game against the B team at home, the part that is displayed and reproduced as an opening animation is determined by the CPU 7 as an arbitrary part, that is, as determined in Figure 7. Shown that the A team and the B team played an animation from the opening game of the first half of the first game. At the opening of the step S2, the animation determination processing is determined, and when it is determined as the opening animation, the transition to the display reproduction reproduction display animation is displayed (S3). In the opening scene of step S3, the animation display reproduction processing is performed, and before the start of the competition game, the CPU 7 displays the reproduction on the television monitor 20, and the opening presentation animation determined by the opening animation of the step S2 is determined. Specifically, in the opening scene of the step S3, the animation display reproduction processing is performed, and the A team of the away game shown in FIG. 7 and the B team of the home court shown in FIG. 7 are determined by the opening and closing animation of the step S2. The opening show animation of the half battle game is displayed on the match display screen 40 on the television monitor 20. Here, the battle team determined in step S1 determines that the operation of the controller 7 using the player determines the team in the match game played by the CPU 7, and the game is determined by the opening show animation in step S2. The CPU 7 determines the opening animation of the match game as the match of the battle team determined by the battle team decision in step S1. By step, the opening animation of the show is displayed in step -25 - 1337884 S3, in the match game Before the start, the CPU 7 displays the reproduction on the monitor display animation by the opening animation display decision. Specifically, by the battle team decision processing of step S1, the player's controller 17 is used to determine the A team and the home team B team. Then, the animation display determination process in step S2 is displayed as a part of the opening animation, and it is determined that the A team and the B team determined by the battle team decision processing in step S1 are in a match. The opening animation of the game from the first half of the first game. Then, by the opening of the step S3, the animation display reproduction processing is performed, and before the start of the competition game, the opening game of the step S2 is used to determine the processing of the game from the first half of the game between the A team and the B team. The opening show animation is displayed on the television monitor 20. Here, by the operation of the controller 17 of the player, since any matchable team suitable for the player's preference can be selected, the match of the player who prefers the favorite player can be selected. Therefore, compared with the opening animation of the two teams that have been arbitrarily selected by the computer, the display player can display the animation of the opening animation for the player. For this reason, it is difficult to reduce the player's animation. For the opening showcase the interest of animation. [Other Embodiments] (a) In the above-described embodiment, an example of the situation of a home video game device using an example of a computer that can be used as a game program has been disclosed. However, the game device is not limited to the above embodiment. -26- 1337884 A game device in which a monitor is a game device and a monitor, and a personal computer and a workstation functioning as a game device by executing a game program can be applied. (b) The present invention also includes a program for executing the game as described above, a program method for executing the game as described above, and a computer readable recording medium for recording the program. Examples of the recording medium include, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like. (c) In the above-described embodiment, the opening and displaying animation determining means 53 is a part of the battle between the A team in the away game and the B team in the home game, and the CPU 7 displays the reproduction as an opening animation. It is determined to be an arbitrary part, but further, a wonderful partial scene determining means 55 (refer to FIG. 10) is set, which is a virtual match that is not displayed on the television monitor 20 by the CPU 7 before the start of the competition game. After the game, the virtual battle game determines the brilliant part of the virtual match game that achieves the specified partial scene conditions; and as the highlight part of the virtual match game determined by the exciting partial scene decision means 55 The structure of the opening animation is displayed by the opening display animation display reproduction means 54. In the lower half of the attack of the four innings shown in FIG. 11, when there is a one-to-one division and a two-base (a point), there is a runner. When the scene, and the number of good or bad shots are 1 good and bad, when the hitter character 72 hits the hit, the number of good or bad balls is good when the ball is bad. In addition, FIG. 10 is a view corresponding to FIG. 2 of the above-described embodiment, but only the highlight portion determining means -27- 1337884 5 5 different from the above-described embodiment, the opening display animation determining means 5 3, the opening ceremony The animation display means 5 4 will be described, and the other structures are omitted from the detailed description of the above embodiments. The highlight portion determining means 55 is a function for determining a highlight portion of a virtual match game in which a predetermined part of the condition is determined from the virtual match game after the game is played by the CPU 7. The color partial scene determining means 55 is based on the virtual battle by the CPU 7. "From the virtual battle game, it is determined that the highlight portion of the virtual match game is achieved. Here, the virtual game is a game played by the CPU 7 that is not displayed on the TV monitor, which is only used to determine the highlight before the player actually plays against the other players and the CPU 7. The scene is in the game of battle. Moreover, the highlight part of the so-called virtual battle game refers to the most exciting scene of the game in the virtual battle game. For example, when the character 72 hits the reverse game that determines the victory or defeat of the game, the opposite circle has a run. In the case of the shooter character 71, the scene of the striker is taken off. In addition, the highlights are the animations of the time (for example, between 1 minute and 1 minute and 30 seconds) for achieving the aforementioned precise conditions. Also, the so-called fascinating part is used to determine the conditions of the highlights in the virtual match, that is, the highlights of each of the games shown in Figure 16 by being memorized and memorized in advance. The relative conversion table determines the conditions for the game development of the virtual battle game. Specifically, as shown in Figure 16. The number of rounds is "from the 1st Bureau". When there is a "running" in the circle, all the players return to the home base and score the first. In the battle of the battle, the 20th line of the battle, the system is in the crisis of the revitalization of the war 2, the conditions are closed to 6. When the -28 - 1337884 points ahead of the opportunity", "all the runners in the circle When the return to the home base is equal to the opportunity," "When the runners are all back to the home, they are reversed." When the number of rounds is "from 7 innings to 8 innings," the runners are all back to the home. "Become a situation where the score is ahead of the score and the score is ahead of the game", "When the runners return to the home base and become the same situation", and "when the runners return to the home base, they are in a state of reversal." At the time, "all of the conditions" can be the conditions for the highlights of the virtual match game. When this condition is reached, the flag of the highlight will be erected. Specifically, as shown in FIG. 11, in the second half of the attack in the fourth game, when the scene is in the virtual match game, the scene is the same as the one in the second base (the point is circled). Because if the hitter character 72 hits the hit, it becomes a 2nd runner who returns to the home base and becomes a 2 to 1 scene. Therefore, when the number of rounds is "from 1 inning to 6 innings", there is "in the circle." When the runners return to the home base, they will score first. When the score is ahead of the game, and "when the runners are all back to the home, they will have the same chance." In the case of the second half of the attack in the second half of the attack, the scene of the 1st and 1st points and the runners in the 2nd base (the circle) is determined by the wonderful partial decision means 55. It is a wonderful part of the virtual battle game. Further, in the exciting partial scene determining means 55, when the CPU 7 judges that the number of rounds is the first round, the probability of determining the probability of the conversion table relative to each of the predetermined positions shown in Fig. 17 is determined. Specifically, as shown in Fig. 17, when the number of rounds is "1 to 2 rounds," the probability of determining the number of starts is "25%", and when the number of rounds is "3 to 4 rounds". The probability of determining the number of starts is "2 5 %". When the number of rounds is -29 - 1337884 "5 to 6 rounds", the probability of determining the number of starts is "5 %", and the number of rounds is "7". When the number of the bureaus is up to the 8th round, the probability of determining the number of starts is "35%". When the number of rounds is "9 rounds", the probability of confirming the number of starts is "10%". In this less-realistic baseball, it is harder to have a chance of having a brilliant scene, "5 to 6 innings," and it is easier to have a better scene in the actual baseball. "7 to 8 innings." The chances of "being so far" are easy to determine the real part of the scene. Here, the probability of determining the number of starting positions is "25%", and the number of rounds is determined to be "3 to 4 rounds." In the "3 to 4 rounds," there is no third inning. In the state of some scenes, and in the second half of the attack in the fourth round, the scene of the runner-up is 1 to 1 and the second base (the circle is circled) is selected as a highlight. In addition, in the wonderful part of the scene determining means 55, the highlight part of the virtual match game is in the attack of the second half of the 4th game, the scene of the 1st and 1st points and the 2nd base (the circle) has the runner. In the case of the virtual battle game, although the hitter character 72 hits the hit, the 2nd runner returns to the home base and becomes only one in the 2 to 1 lead scene. However, the other highlights shown in Figure 16. The condition of the condition is that the CPU 7 may randomly determine one scene from among the above, and the CPU 7 may select a plurality of scenes from the plurality of scenes. Moreover, the CPU 7 can determine the various conditions related to the development of the game of the virtual battle game, and the highest number of the players can be determined as the highlight part of the virtual battle game, for example, as shown in FIG. The priority conditions for each of the specified number of positions will be prioritized, and those with higher priority will be used as highlights. Further, the conversion table for determining the probability of the opening type display reproduction type with respect to -30-1337884 for each opening type shown in Fig. 18 is selected, and the opening display reproduction type may be additionally selected. Specifically, as shown in FIG. 18, when the type of the "normal opening display reproduction" of the highlight scene is determined by the above-mentioned number of rounds, the probability of determining the opening type of the opening display is "80%". When it is unconditionally decided to reproduce the highlights from the first half of the first round of the first half of the game shown in Figure 13, the probability of determining the type of regenerative display is "10%". The course of the virtual battle game is after the end of the first half of the 7th game, when the fireworks are placed (when the display of the fireworks animation display area 46 of the fireworks display is displayed in the alternate screen 45 of the attack and defense shown in Fig. 15), it is decided to take some wonderful scenes from the scene. In the first half of the 7th round of the "Regeneration of the 7th inning", the opening type of the regenerative type determines the probability that the "normal opening and display regeneration" will not be performed frequently. Here, the probability of determining the regenerative type of the opening ceremony is "80%", which is determined as "usually opening and displaying regenerative". As mentioned above, in the second half of the 4th inning, the score is 1 to 1 and 2 points (getting the circle) The scenes with runners were chosen as part of the highlights. Here, the highlight part of the scene determined by the exciting partial scene decision means 55 is in the lower half of the 4th game, the score is 1 to 1 and the second base (the point is circled). The scene when there is a runner exists in the virtual battle. In the game, if the hitter character 72 hits the hit, the data of the 2nd runner returning to the home base to become a 2 to 1 lead scene is stored in R Α Μ 1 2 . The opening display animation determining means 53 is provided with a function of displaying an animation of the highlight portion of the highlight game in the virtual match game determined by the highlight portion scene determining means 55, as determined by the CPU 7. In the opening exhibition -31 - 1337884, the animation determining means 53' includes an opening animation of the highlight portion of the virtual match game determined by the highlight portion scene determining means 55, and is determined by the CPU 7. Further, the opening and displaying animation determining means 53 is provided with a function determined by the CPU 7 to start the opening of the animation from the scene before the scheduled time of the highlight portion of the virtual competition game. The animation decision means 5 3 is displayed at the opening, and the manner in which the animation is displayed from the scene before the scheduled time of the highlight portion of the virtual battle game is determined by the CPU 7. Here, the so-called open display animation system is shown in the figure, and the player actually displays the appearance of the baseball game as a movie before the player starts playing against the other player or the computer. Here, as shown in Figure 11, the highlights of the scene are in the second half of the 4 innings, 1 to 1 and 2 bases (get a circle) when there are runners, sometimes the number of good and bad balls It is a good ball and two bad balls. When the hitter character 72 hits the hit, the number of good or bad balls is good when the ball is bad. Here, the highlight part of the scene determined by the opening show animation decision means 5 3 is in the attack of the second half of the 4th game, and the scene when there is a runner in the second base (the point is circled) is The number of good and bad balls is 1 when the good ball and the two bad balls are hit. When the hitter character 72 hits the hit, the data contains the information that the number of good and bad balls is good, the ball is bad, and the regenerator is the information to start the animation. In RAM 1 2. The opening display animation display reproducing means 54' is provided with a function of displaying the animation by the CPU 7 on the television monitor 20 before the start of the competition game, and displaying the animation by the opening display animation determining means 53. In the opening, the animation display reproduction means 5 4 is displayed, and before the start of the competition game, the animation is displayed on the television monitor 20 by the CPU 7 by the opening display animation means determined by the opening display animation decision means 53. Here, the highlight part of the scene determined by the opening show animation decision means 53 is in the lower half of the 4 innings shown in the figure, 1 to 1 and 2 bases (get the circle) when there is a runner. When the number of good and bad balls is 1 good ball and two bad balls, the hitter character 72 hits the hit, when the number of good and bad balls is 0 good ball 0 bad ball, by the opening show animation display reproduction means 54 The competition display screen 40 displayed on the television monitor 20. In the game program, after the virtual match game is performed by the CPU 7 by the exciting partial scene determining means 55, a brilliant part of the virtual match game in which the predetermined partial conditions are determined is determined from the virtual match game, by opening The animation determining means 5 3 is used to determine, by the CPU 7 , an animation of the opening animation including the brilliant partial scene in the virtual competition game determined by the highlight partial scene determining means 55, and the animation display display reproducing means 54 is displayed by the opening scene. Before the start of the battle game, the opening show animation determined by the opening show animation decision means 53 is displayed on the television monitor 20 by the CPU 7. Specifically, because the number of games reached is "1 to 6 innings" by the exciting part of the scene decision means 55, "If all the runners who return to the circle return to the home base, they will score first and score ahead. The opportunity of "the opportunity", "when the runners who are all in the circle return to the home base, then the opportunity to reverse", so in the second half of the attack, the score is 1 to 1 and 2 bases. The circle "the scene when there is a runner" is determined by the wonderful part of the scene determination means 5 5 as a highlight part of the virtual battle game. Then, by the opening show animation decision means 5 3 'When the good and bad ball number is 1 -33 - 1337884 good ball two bad balls, the hitter character 72 hits the hits 'from the good bad ball number is good ball 0 bad When the ball is displayed, the reproducer is determined by the opening show animation decision means 5 3 to display the animation for the opening. Then, by the opening display animation display reproduction means 54, the highlight part of the scene determined by the opening display animation decision means 53 is in the lower half of the 4th game, which is 1 to 1 and 2 bases (the circle is circled). When there are runners, the number of good and bad balls is 1 good ball and two bad balls. When the hitter character 72 hits the hit, it starts when the good ball number is good ball 0 bad ball, by opening the show. The animation display reproduction means 54 and the opening display animation display is reproduced on the television monitor 20. Here, the highlights of the scene of the game's climax in the virtual battle game are in the lower half of the 4 innings shown in Figure 11. The 1 to 1 division and the 2 base (the circle) have runners. When the number of good and bad balls is 1 good ball and two bad balls, when the hitter character 72 hits the hit, when the number of good or bad balls is 0 good balls 0 bad balls, the display shows the reproduction opening animation. Compared with the previous situation of regenerating the animation from the first half of the first game, it can display the animation of the opening animation that is attractive to the player. For this reason, it is more difficult to damage the player's interest in opening and displaying the video. In addition, FIG. 11 is a view corresponding to FIG. 7 of the above-described embodiment, but only the number-of-ports display area 41, the number-of-balls display area 42, and the competition score display area 43 of the competition display screen 40 different from the above-described embodiment are used. The runner defensive condition display area 44 will be described, and since other configurations are the same as those of the above-described embodiment, detailed description thereof will be omitted. As shown in FIG. 11, the battle display screen 40 has a card number display area 41 disposed on the left side of the upper left side of the screen, and a ball number display area 42 disposed on the right side of the display area 41 on the upper side of the screen. In the upper part of the screen, the competition score display area 43 disposed on the right side of the ball number display area 42 and the runner gaze status display area 44 disposed around the office display area 41 in the upper left side of the screen. In the number-of-sales display area 4 1 , the current number of games is displayed, and in Fig. 11 , the character characters of "the second half of the fourth game" are displayed. In the ball number display area 42, the character characters representing the number of good balls, the number of bad balls, and the number of outs, S, B, and 〇 are displayed from left to right, respectively, on the lower side of the character characters of S, B, and 0, representing good The rounded graphic characters of the number of bad balls are displayed in two, three, and two from top to bottom, respectively, in the figure, by the circular graphic characters on the side below the character characters of S, B, and 0. From left to right, one, two, and two circular graphic characters are displayed in yellow, green, and red colors, indicating "1 good ball, 2 bad ball, 2 out". In the match score display area 4 3, the character character of the battle team name, the character character of the score, and the graphic character representing the rectangle of the current offensive team are displayed. In FIG. 11, "the score of the A team is 1". Points, the B team scored 1 point, and the current offensive team is the B team." The runner defensive status display area 44 displays a slightly fan-shaped graphical character of the simulated defensive field. The runner status and the defensive hand character are used to indicate the runner status and the garrison status. In Figure 11, because the runner character of the rectangle is displayed at 2 bases*, it means that the runner is in the second base (the point is circled). 12 is a diagram corresponding to FIG. 8 of the above-described embodiment, but only the virtual battle game execution result determination processing in the step different from the above-described embodiment, and the highlight portion scene determination processing in step S1 2 - 35- <S) 1337884. Since other structures are the same as those of the above-described embodiment, a detailed description thereof will be omitted. First, as shown in Fig. 12, the virtual competition game is executed by the CPU 7, and the virtual battle game execution result determination processing for determining the result of the virtual competition game is performed (S11). In the virtual match game execution result determination process of step S11, when the result of the virtual match game is determined, the highlight portion scene determination process for determining the highlight portion of the virtual match game is performed (S12). In the highlight portion scene determining process in step S12, after the CPU 7 performs the virtual match game, the virtual match game determines the highlight portion of the virtual match game in which the predetermined partial condition is reached. Specifically, the highlight portion scene determination processing in step S12 is as shown in FIG. 11, in the second half of the attack in the fourth game, when 1 to 1 is the same and when there is a runner at the 2nd base (the point circle) When the scene exists in the virtual battle game, if the hitter character 72 hits the hit, it becomes a 2nd runner who returns to the home base and becomes a scene of 2 to 1, so the number of votes reached is "from 1 to 6 At the time of the game, there is a "when the runners in the smattering circle are all back to the ink, then they will score the opportunity to score ahead and score ahead", and "when the runners who are in the circle are all back to the home base, the opportunity is the same." The condition of "there is a reversal when all the runners in the circle are back to the home base", in the second half of the attack of the 4th inning, the scene of the 1st and 1st points and the runners in the 2nd base (the point circle) It is determined by the highlight part scene determination process of step S 1 2, and is determined as a highlight part of the virtual battle game. When the exciting part of the scene is determined in step S1 2 and the opponent team is determined, the transition to the opening animation of the opening animation is determined to be -36- 1337884 (S13). In addition, the "competition team determination process of step S13, the opening show animation decision process of step S14, and the opening show animation display reproduction process of step S1" are performed by the battle team determination process corresponding to step S1 of FIG. 8, and the step S2. The opening show animation decision processing and the opening show animation display reproduction processing of step S3 are omitted. Here, the highlights of the scene of the game's climax in the virtual battle game are in the lower half of the 4 games shown in Figure 11, 1 to 1 with the same percentage and 2 bases (the point circle) have runners. When the number of good and bad balls is 1 good ball and two bad balls, when the hitter character 72 hits the hit, when the number of good or bad balls is 〇 good ball 0 bad ball, the display is reproduced and the animation is displayed. Compared with the situation where the animation of the first half of the first game is often displayed, it can display the animation of the opening animation for the player. For this reason, it is more difficult to damage the player's interest in opening the video. [Industrial Applicability] According to the present invention, in the game program, the battle team determines the function, and the operation of the player's operation unit is used to determine the battle team in the battle game played by the operation unit. The opening animation of the game played by the match-playing team is determined by the control department, and the animation is displayed by the control department to start the game. In the beginning, the opening animation is determined by the opening and closing animation control function, and the control unit displays the reproduction on the monitor. Here, by the operation of the player's control department, since any player who is suitable for the player's preference can be selected, the player's favorite team's favorite -37-1337884 can be selected for the battle. And the player's interest in opening the show video. Further, according to the present invention, in the game program, after the virtual battle game is performed by the control unit in the game program, the brilliant game in the virtual battle game in which the predetermined partial conditions are determined is determined from the virtual battle game. In the opening scene, the animation decision function is used as an animation of the opening animation of the highlight part of the virtual match game determined by the exciting part of the scene decision function, which is determined by the control department, by opening the show. The animation display reproduction function is displayed on the monitor display by the control unit before the start of the game. Here, since the animation is displayed as a scene of the highlight of the game in the virtual battle game, the animation is displayed, and the animation is displayed in comparison with the previous animation of the first half of the first game. Regeneration is a fascinating opening animation for players, so it's hard to reduce the player's interest in opening animated audiovisuals. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] A basic configuration diagram of a video game device according to an embodiment of the present invention. [Fig. 12] A functional block diagram of the aforementioned video game device. [H 3] Reveals the TV monitor image of the title display screen. 4] A television monitor diagram showing the match team setting screen displayed on the title display screen. -38 - 1337884 [Fig. 5] A visual monitor diagram showing the setting of the aforementioned match team setting screen of the home field is disclosed. Fig. 6 is a view showing a view of a monitor screen of the aforementioned match team setting screen for the away game. [Fig. 7] A television monitor diagram showing an animation display screen in an open field. [Fig. 8] A flowchart for explaining the opening and displaying animation display reproduction processing. • [Fig. 9] A match team setting table that can be selected at home and away. Fig. 10 is a view corresponding to Fig. 2 of another embodiment. [Fig. 11] Fig. 7 corresponding to another embodiment, showing a television monitor diagram showing an animation display screen from the opening of the lower half of the fourth game. Fig. 1 2 is a view corresponding to Fig. 8 of another embodiment. [Fig. 13] A television monitor diagram showing an animation display screen from the opening of the first half of the first game. [Fig. 14] A television monitor diagram showing the animation display screen φ from the opening of the first half of the seventh game. [Fig. 15] A television monitor diagram showing a pyrotechnic animation display screen as an event performed after the exchange of the first half of the 7th game. Ϊ® 1 6] A table of conversions for each of the desired highlight conditions. [Fig. 17] A conversion table that determines the probability with respect to the number of confirmation start positions for each fixed game. [Fig. 18] A conversion table for determining the probability of the reproduction type display with respect to the opening type of the regenerative pattern. (5) -39- 1337884 [Description of main component symbols] 1 : Control section
2 ’·記億部 7 : CPU 12 : RAM 1 7 :控制器 17b :第2按鍵 1 7D :下方向鍵 1 7 L _·左方向鍵 1 7 R :右方向鍵 17R2 : R2 按鍵 17U :上方向鍵 20 :電視監視器 3 0 ‘·標題顯不畫面 31 _·標題畫像顯不區域 32:對戰球隊設定畫面 3 3 :主場客場選擇項目 3 4 :對戰球隊選擇項目 3 5 :箭頭圖形角色 40 :對戰顯示畫面 4 1 :局數顯示區域 42 :球數顯示區域 43 :對戰得分顯示區域 -40 1337884 44 :跑者守備狀況顯示區域 45:攻守交替顯示畫面 46:煙火動畫顯示區域 5 〇 :角色顯示手段 5 1 :角色動作手段 52 :對戰球隊決定手段 5 3 :開場展示動畫決定手段 54 :開場展示動畫顯示再生手段 5 5 :精彩部份場面決定手段 71 :投手角色 72 :打者角色2 '·记亿部7 : CPU 12 : RAM 1 7 : Controller 17b : 2nd button 1 7D : Down arrow 1 7 L _· Left arrow 1 7 R : Right arrow 17R2 : R2 Button 17U : Upper Direction key 20: TV monitor 3 0 '· Title display screen 31 _· Title image display area 32: Battle team setting screen 3 3 : Home field selection item 3 4 : Battle team selection item 3 5 : Arrow graph Role 40: Battle display screen 4 1 : Bureau number display area 42 : Ball number display area 43 : Battle score display area - 40 1337884 44 : Runner defensive status display area 45 : Offensive and defensive alternate display screen 46 : Fireworks animation display area 5 〇 : character display means 5 1 : character action means 52 : battle team decision means 5 3 : opening show animation decision means 54 : opening show animation display reproduction means 5 5 : highlight part scene decision means 71 : pitcher character 72 : hitter role
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